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-rw-r--r--doc/classes/@GlobalScope.xml2
-rw-r--r--doc/classes/AnimationNode.xml4
-rw-r--r--doc/classes/AnimationNodeAdd2.xml7
-rw-r--r--doc/classes/AnimationNodeAdd3.xml7
-rw-r--r--doc/classes/AnimationNodeBlend2.xml7
-rw-r--r--doc/classes/AnimationNodeBlend3.xml7
-rw-r--r--doc/classes/AnimationNodeBlendSpace1D.xml4
-rw-r--r--doc/classes/AnimationNodeBlendSpace2D.xml4
-rw-r--r--doc/classes/AnimationNodeOneShot.xml4
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml2
-rw-r--r--doc/classes/AnimationNodeSync.xml15
-rw-r--r--doc/classes/AnimationNodeTransition.xml5
-rw-r--r--doc/classes/AnimationTree.xml2
-rw-r--r--doc/classes/Camera3D.xml1
-rw-r--r--doc/classes/CanvasItem.xml18
-rw-r--r--doc/classes/Control.xml4
-rw-r--r--doc/classes/EditorExportPlugin.xml2
-rw-r--r--doc/classes/EditorPlugin.xml22
-rw-r--r--doc/classes/Font.xml29
-rw-r--r--doc/classes/FontFile.xml2
-rw-r--r--doc/classes/HTTPRequest.xml1
-rw-r--r--doc/classes/Image.xml37
-rw-r--r--doc/classes/ImageTexture.xml14
-rw-r--r--doc/classes/Label.xml3
-rw-r--r--doc/classes/LabelSettings.xml39
-rw-r--r--doc/classes/LightmapGIData.xml2
-rw-r--r--doc/classes/MovieWriter.xml2
-rw-r--r--doc/classes/MultiMesh.xml3
-rw-r--r--doc/classes/MultiplayerSpawner.xml2
-rw-r--r--doc/classes/MultiplayerSynchronizer.xml52
-rw-r--r--doc/classes/Plane.xml6
-rw-r--r--doc/classes/ProjectSettings.xml6
-rw-r--r--doc/classes/RenderingDevice.xml2
-rw-r--r--doc/classes/RenderingServer.xml28
-rw-r--r--doc/classes/ResourceLoader.xml3
-rw-r--r--doc/classes/ResourceSaver.xml2
-rw-r--r--doc/classes/SkeletonProfile.xml79
-rw-r--r--doc/classes/TextLine.xml4
-rw-r--r--doc/classes/TextParagraph.xml7
-rw-r--r--doc/classes/TextServer.xml79
-rw-r--r--doc/classes/TextServerExtension.xml14
-rw-r--r--doc/classes/TileSet.xml2
-rw-r--r--doc/classes/VehicleBody3D.xml2
-rw-r--r--doc/classes/VehicleWheel3D.xml2
-rw-r--r--doc/classes/Viewport.xml18
-rw-r--r--doc/classes/XRInterfaceExtension.xml5
-rw-r--r--doc/translations/ar.po110
-rw-r--r--doc/translations/ca.po110
-rw-r--r--doc/translations/classes.pot100
-rw-r--r--doc/translations/cs.po113
-rw-r--r--doc/translations/de.po113
-rw-r--r--doc/translations/el.po110
-rw-r--r--doc/translations/es.po130
-rw-r--r--doc/translations/fa.po110
-rw-r--r--doc/translations/fi.po110
-rw-r--r--doc/translations/fil.po110
-rw-r--r--doc/translations/fr.po1273
-rw-r--r--doc/translations/gl.po110
-rw-r--r--doc/translations/hi.po110
-rw-r--r--doc/translations/hu.po110
-rw-r--r--doc/translations/id.po119
-rw-r--r--doc/translations/is.po110
-rw-r--r--doc/translations/it.po111
-rw-r--r--doc/translations/ja.po118
-rw-r--r--doc/translations/ko.po110
-rw-r--r--doc/translations/lt.po110
-rw-r--r--doc/translations/lv.po110
-rw-r--r--doc/translations/mr.po110
-rw-r--r--doc/translations/nb.po110
-rw-r--r--doc/translations/ne.po110
-rw-r--r--doc/translations/nl.po110
-rw-r--r--doc/translations/pl.po110
-rw-r--r--doc/translations/pt.po110
-rw-r--r--doc/translations/pt_BR.po110
-rw-r--r--doc/translations/ro.po110
-rw-r--r--doc/translations/ru.po114
-rw-r--r--doc/translations/sk.po110
-rw-r--r--doc/translations/sr_Cyrl.po110
-rw-r--r--doc/translations/sv.po110
-rw-r--r--doc/translations/th.po110
-rw-r--r--doc/translations/tl.po110
-rw-r--r--doc/translations/tr.po110
-rw-r--r--doc/translations/uk.po110
-rw-r--r--doc/translations/vi.po110
-rw-r--r--doc/translations/zh_CN.po1453
-rw-r--r--doc/translations/zh_TW.po110
86 files changed, 5531 insertions, 1975 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index fce0341292..7acec9e63b 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2652,6 +2652,8 @@
<constant name="PROPERTY_USAGE_SUBGROUP" value="256" enum="PropertyUsageFlags">
Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector].
</constant>
+ <constant name="PROPERTY_USAGE_CLASS_IS_BITFIELD" value="512" enum="PropertyUsageFlags">
+ </constant>
<constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="1024" enum="PropertyUsageFlags">
The property does not save its state in [PackedScene].
</constant>
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index 9026aa6a34..189e30b5f2 100644
--- a/doc/classes/AnimationNode.xml
+++ b/doc/classes/AnimationNode.xml
@@ -88,7 +88,7 @@
<argument index="3" name="seek_root" type="bool" />
<argument index="4" name="blend" type="float" />
<argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
- <argument index="6" name="optimize" type="bool" default="true" />
+ <argument index="6" name="sync" type="bool" default="true" />
<description>
Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).
</description>
@@ -102,7 +102,7 @@
<argument index="4" name="seek_root" type="bool" />
<argument index="5" name="blend" type="float" />
<argument index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
- <argument index="7" name="optimize" type="bool" default="true" />
+ <argument index="7" name="sync" type="bool" default="true" />
<description>
Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.
</description>
diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml
index ca117e3ecd..e6ac1dd963 100644
--- a/doc/classes/AnimationNodeAdd2.xml
+++ b/doc/classes/AnimationNodeAdd2.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeAdd2" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeAdd2" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends two animations additively inside of an [AnimationNodeBlendTree].
</brief_description>
@@ -9,9 +9,4 @@
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials>
- <members>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
- </member>
- </members>
</class>
diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml
index 91e030a6ae..f290032e11 100644
--- a/doc/classes/AnimationNodeAdd3.xml
+++ b/doc/classes/AnimationNodeAdd3.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeAdd3" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeAdd3" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends two of three animations additively inside of an [AnimationNodeBlendTree].
</brief_description>
@@ -14,9 +14,4 @@
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
- <members>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
- </member>
- </members>
</class>
diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml
index f17163e155..5001e3ba24 100644
--- a/doc/classes/AnimationNodeBlend2.xml
+++ b/doc/classes/AnimationNodeBlend2.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeBlend2" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeBlend2" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends two animations linearly inside of an [AnimationNodeBlendTree].
</brief_description>
@@ -11,9 +11,4 @@
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
- <members>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
- </member>
- </members>
</class>
diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml
index 6bc7a20823..93947c2462 100644
--- a/doc/classes/AnimationNodeBlend3.xml
+++ b/doc/classes/AnimationNodeBlend3.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeBlend3" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeBlend3" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends two of three animations linearly inside of an [AnimationNodeBlendTree].
</brief_description>
@@ -13,9 +13,4 @@
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials>
- <members>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
- </member>
- </members>
</class>
diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml
index 6ded3a7ff9..7bb136308d 100644
--- a/doc/classes/AnimationNodeBlendSpace1D.xml
+++ b/doc/classes/AnimationNodeBlendSpace1D.xml
@@ -76,6 +76,10 @@
<member name="snap" type="float" setter="set_snap" getter="get_snap" default="0.1">
Position increment to snap to when moving a point on the axis.
</member>
+ <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
+ If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code].
+ If [code]true[/code], forcing the blended animations to advance frame.
+ </member>
<member name="value_label" type="String" setter="set_value_label" getter="get_value_label" default="&quot;value&quot;">
Label of the virtual axis of the blend space.
</member>
diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index 9e0e408ac5..eb2249d2d2 100644
--- a/doc/classes/AnimationNodeBlendSpace2D.xml
+++ b/doc/classes/AnimationNodeBlendSpace2D.xml
@@ -113,6 +113,10 @@
<member name="snap" type="Vector2" setter="set_snap" getter="get_snap" default="Vector2(0.1, 0.1)">
Position increment to snap to when moving a point.
</member>
+ <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
+ If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code].
+ If [code]true[/code], forcing the blended animations to advance frame.
+ </member>
<member name="x_label" type="String" setter="set_x_label" getter="get_x_label" default="&quot;x&quot;">
Name of the blend space's X axis.
</member>
diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml
index de2414cd43..14abc34992 100644
--- a/doc/classes/AnimationNodeOneShot.xml
+++ b/doc/classes/AnimationNodeOneShot.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeOneShot" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeOneShot" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Plays an animation once in [AnimationNodeBlendTree].
</brief_description>
@@ -26,8 +26,6 @@
</member>
<member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0">
</member>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- </member>
</members>
<constants>
<constant name="MIX_MODE_BLEND" value="0" enum="MixMode">
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index 206164d675..0badb831de 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -23,7 +23,7 @@
Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
</member>
<member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;&quot;)">
- The path to the [Node] used to evaluate an [Expression] if one is not explictly specified internally.
+ The path to the [Node] used to evaluate an [Expression] if one is not explicitly specified internally.
</member>
<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
diff --git a/doc/classes/AnimationNodeSync.xml b/doc/classes/AnimationNodeSync.xml
new file mode 100644
index 0000000000..21cac11d50
--- /dev/null
+++ b/doc/classes/AnimationNodeSync.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="AnimationNodeSync" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
+ If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code].
+ If [code]true[/code], forcing the blended animations to advance frame.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml
index 70c874d251..7e757d4640 100644
--- a/doc/classes/AnimationNodeTransition.xml
+++ b/doc/classes/AnimationNodeTransition.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeTransition" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeTransition" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A generic animation transition node for [AnimationTree].
</brief_description>
@@ -40,6 +40,9 @@
</method>
</methods>
<members>
+ <member name="from_start" type="bool" setter="set_from_start" getter="is_from_start" default="true">
+ If [code]true[/code], the destination animation is played back from the beginning when switched.
+ </member>
<member name="input_count" type="int" setter="set_enabled_inputs" getter="get_enabled_inputs" default="0">
The number of available input ports for this node.
</member>
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index ecac228a26..45d9152564 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -38,7 +38,7 @@
If [code]true[/code], the [AnimationTree] will be processing.
</member>
<member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;.&quot;)">
- The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explictly specified internally.
+ The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally.
</member>
<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
The path to the [AnimationPlayer] used for animating.
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index 56e5ce1522..468fddcfc1 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -155,6 +155,7 @@
</member>
<member name="current" type="bool" setter="set_current" getter="is_current" default="false">
If [code]true[/code], the ancestor [Viewport] is currently using this camera.
+ If multiple cameras are in the scene, one will always be made current. For example, if two [Camera3D] nodes are present in the scene and only one is current, setting one camera's [member current] to [code]false[/code] will cause the other camera to be made current.
</member>
<member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="Camera3D.DopplerTracking" default="0">
If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values.
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index acf08414d0..2d68ae6902 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -169,9 +169,10 @@
<argument index="5" name="font_size" type="int" default="16" />
<argument index="6" name="max_lines" type="int" default="-1" />
<argument index="7" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="8" name="flags" type="int" default="99" />
- <argument index="9" name="direction" type="int" enum="TextServer.Direction" default="0" />
- <argument index="10" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <argument index="8" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="9" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="10" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="11" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Breaks [code]text[/code] to the lines and draws it using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
</description>
@@ -187,9 +188,10 @@
<argument index="6" name="max_lines" type="int" default="-1" />
<argument index="7" name="size" type="int" default="1" />
<argument index="8" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="9" name="flags" type="int" default="99" />
- <argument index="10" name="direction" type="int" enum="TextServer.Direction" default="0" />
- <argument index="11" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <argument index="9" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="10" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="11" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="12" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Breaks [code]text[/code] to the lines and draws text outline using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
</description>
@@ -279,7 +281,7 @@
<argument index="4" name="width" type="float" default="-1" />
<argument index="5" name="font_size" type="int" default="16" />
<argument index="6" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="7" name="flags" type="int" default="3" />
+ <argument index="7" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
<argument index="8" name="direction" type="int" enum="TextServer.Direction" default="0" />
<argument index="9" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
@@ -316,7 +318,7 @@
<argument index="5" name="font_size" type="int" default="16" />
<argument index="6" name="size" type="int" default="1" />
<argument index="7" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="8" name="flags" type="int" default="3" />
+ <argument index="8" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
<argument index="9" name="direction" type="int" enum="TextServer.Direction" default="0" />
<argument index="10" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 2846b564b4..9fc80e1aab 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1281,8 +1281,8 @@
<constant name="PRESET_HCENTER_WIDE" value="14" enum="LayoutPreset">
Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with [method set_anchors_preset].
</constant>
- <constant name="PRESET_WIDE" value="15" enum="LayoutPreset">
- Snap all 4 anchors to the respective corners of the parent control. Set all 4 offsets to 0 after you applied this preset and the [Control] will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with [method set_anchors_preset].
+ <constant name="PRESET_FULL_RECT" value="15" enum="LayoutPreset">
+ Snap all 4 anchors to the respective corners of the parent control. Set all 4 offsets to 0 after you applied this preset and the [Control] will fit its parent control. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_MODE_MINSIZE" value="0" enum="LayoutPresetMode">
The control will be resized to its minimum size.
diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml
index 8aa2db2cf8..f217fbaf48 100644
--- a/doc/classes/EditorExportPlugin.xml
+++ b/doc/classes/EditorExportPlugin.xml
@@ -96,7 +96,7 @@
Adds a static lib from the given [code]path[/code] to the iOS project.
</description>
</method>
- <method name="add_osx_plugin_file">
+ <method name="add_macos_plugin_file">
<return type="void" />
<argument index="0" name="path" type="String" />
<description>
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 1514b82ff8..2930c2ec22 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -296,6 +296,28 @@
<return type="bool" />
<description>
Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
+ When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of [method EditorInterface.get_base_control] and made visible inside [method _make_visible].
+ Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the plugin button's appearance.
+ [codeblock]
+ var plugin_control
+
+ func _enter_tree():
+ plugin_control = preload("my_plugin_control.tscn").instantiate()
+ get_editor_interface().get_editor_main_control().add_child(plugin_control)
+ plugin_control.hide()
+
+ func _has_main_screen():
+ return true
+
+ func _make_visible(visible):
+ plugin_control.visible = visible
+
+ func _get_plugin_name():
+ return "My Super Cool Plugin 3000"
+
+ func _get_plugin_icon():
+ return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")
+ [/codeblock]
</description>
</method>
<method name="_make_visible" qualifiers="virtual">
diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml
index b19386b398..e95f444d55 100644
--- a/doc/classes/Font.xml
+++ b/doc/classes/Font.xml
@@ -44,9 +44,10 @@
<argument index="5" name="font_size" type="int" default="16" />
<argument index="6" name="max_lines" type="int" default="-1" />
<argument index="7" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="8" name="flags" type="int" default="99" />
- <argument index="9" name="direction" type="int" enum="TextServer.Direction" default="0" />
- <argument index="10" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <argument index="8" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="9" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="10" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="11" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Breaks [code]text[/code] to the lines using rules specified by [code]flags[/code] and draws it into a canvas item using the font, at a given position, with [code]modulate[/code] color, optionally clipping the width and aligning horizontally. [code]position[/code] specifies the baseline of the first line, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
See also [method CanvasItem.draw_multiline_string].
@@ -63,9 +64,10 @@
<argument index="6" name="max_lines" type="int" default="-1" />
<argument index="7" name="size" type="int" default="1" />
<argument index="8" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="9" name="flags" type="int" default="99" />
- <argument index="10" name="direction" type="int" enum="TextServer.Direction" default="0" />
- <argument index="11" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <argument index="9" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="10" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="11" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="12" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Breaks [code]text[/code] to the lines using rules specified by [code]flags[/code] and draws text outline into a canvas item using the font, at a given position, with [code]modulate[/code] color and [code]size[/code] outline size, optionally clipping the width and aligning horizontally. [code]position[/code] specifies the baseline of the first line, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
See also [method CanvasItem.draw_multiline_string_outline].
@@ -80,7 +82,7 @@
<argument index="4" name="width" type="float" default="-1" />
<argument index="5" name="font_size" type="int" default="16" />
<argument index="6" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="7" name="flags" type="int" default="3" />
+ <argument index="7" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
<argument index="8" name="direction" type="int" enum="TextServer.Direction" default="0" />
<argument index="9" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
@@ -98,7 +100,7 @@
<argument index="5" name="font_size" type="int" default="16" />
<argument index="6" name="size" type="int" default="1" />
<argument index="7" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="8" name="flags" type="int" default="3" />
+ <argument index="8" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
<argument index="9" name="direction" type="int" enum="TextServer.Direction" default="0" />
<argument index="10" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
@@ -160,7 +162,7 @@
</description>
</method>
<method name="get_font_style" qualifiers="const">
- <return type="int" />
+ <return type="int" enum="TextServer.FontStyle" />
<description>
Returns font style flags, see [enum TextServer.FontStyle].
</description>
@@ -186,9 +188,10 @@
<argument index="2" name="width" type="float" default="-1" />
<argument index="3" name="font_size" type="int" default="16" />
<argument index="4" name="max_lines" type="int" default="-1" />
- <argument index="5" name="flags" type="int" default="96" />
- <argument index="6" name="direction" type="int" enum="TextServer.Direction" default="0" />
- <argument index="7" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <argument index="5" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="6" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="7" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="8" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Returns the size of a bounding box of a string broken into the lines, taking kerning and advance into account.
See also [method draw_multiline_string].
@@ -219,7 +222,7 @@
<argument index="1" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
<argument index="2" name="width" type="float" default="-1" />
<argument index="3" name="font_size" type="int" default="16" />
- <argument index="4" name="flags" type="int" default="3" />
+ <argument index="4" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
<argument index="5" name="direction" type="int" enum="TextServer.Direction" default="0" />
<argument index="6" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
diff --git a/doc/classes/FontFile.xml b/doc/classes/FontFile.xml
index 98abc87b84..aaf871d55a 100644
--- a/doc/classes/FontFile.xml
+++ b/doc/classes/FontFile.xml
@@ -558,7 +558,7 @@
<member name="font_name" type="String" setter="set_font_name" getter="get_font_name" default="&quot;&quot;">
Font family name.
</member>
- <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" default="0">
+ <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" enum="TextServer.FontStyle" default="0">
Font style flags, see [enum TextServer.FontStyle].
</member>
<member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false">
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index f138b9087b..3d2e9449e2 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -251,6 +251,7 @@
Maximum number of allowed redirects.
</member>
<member name="timeout" type="float" setter="set_timeout" getter="get_timeout" default="0.0">
+ If set to a value greater than [code]0.0[/code] before the request starts, the HTTP request will time out after [code]timeout[/code] seconds have passed and the request is not [i]completed[/i] yet. For small HTTP requests such as REST API usage, set [member timeout] to a value between [code]10.0[/code] and [code]30.0[/code] to prevent the application from getting stuck if the request fails to get a response in a timely manner. For file downloads, leave this to [code]0.0[/code] to prevent the download from failing if it takes too much time.
</member>
<member name="use_threads" type="bool" setter="set_use_threads" getter="is_using_threads" default="false">
If [code]true[/code], multithreading is used to improve performance.
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 31bd938c40..a927345e79 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -23,8 +23,8 @@
<method name="blend_rect">
<return type="void" />
<argument index="0" name="src" type="Image" />
- <argument index="1" name="src_rect" type="Rect2" />
- <argument index="2" name="dst" type="Vector2" />
+ <argument index="1" name="src_rect" type="Rect2i" />
+ <argument index="2" name="dst" type="Vector2i" />
<description>
Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dest[/code], clipped accordingly to both image bounds. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src_rect[/code] with not positive size is treated as empty.
</description>
@@ -33,8 +33,8 @@
<return type="void" />
<argument index="0" name="src" type="Image" />
<argument index="1" name="mask" type="Image" />
- <argument index="2" name="src_rect" type="Rect2" />
- <argument index="3" name="dst" type="Vector2" />
+ <argument index="2" name="src_rect" type="Rect2i" />
+ <argument index="3" name="dst" type="Vector2i" />
<description>
Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image using [code]mask[/code] image at coordinates [code]dst[/code], clipped accordingly to both image bounds. Alpha channels are required for both [code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and [code]src[/code] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats. [code]src_rect[/code] with not positive size is treated as empty.
</description>
@@ -42,8 +42,8 @@
<method name="blit_rect">
<return type="void" />
<argument index="0" name="src" type="Image" />
- <argument index="1" name="src_rect" type="Rect2" />
- <argument index="2" name="dst" type="Vector2" />
+ <argument index="1" name="src_rect" type="Rect2i" />
+ <argument index="2" name="dst" type="Vector2i" />
<description>
Copies [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dst[/code], clipped accordingly to both image bounds. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src_rect[/code] with not positive size is treated as empty.
</description>
@@ -52,8 +52,8 @@
<return type="void" />
<argument index="0" name="src" type="Image" />
<argument index="1" name="mask" type="Image" />
- <argument index="2" name="src_rect" type="Rect2" />
- <argument index="3" name="dst" type="Vector2" />
+ <argument index="2" name="src_rect" type="Rect2i" />
+ <argument index="3" name="dst" type="Vector2i" />
<description>
Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code], clipped accordingly to both image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats. [code]src_rect[/code] with not positive size is treated as empty.
</description>
@@ -168,7 +168,7 @@
</method>
<method name="fill_rect">
<return type="void" />
- <argument index="0" name="rect" type="Rect2" />
+ <argument index="0" name="rect" type="Rect2i" />
<argument index="1" name="color" type="Color" />
<description>
Fills [code]rect[/code] with [code]color[/code].
@@ -244,7 +244,7 @@
</method>
<method name="get_rect" qualifiers="const">
<return type="Image" />
- <argument index="0" name="rect" type="Rect2" />
+ <argument index="0" name="rect" type="Rect2i" />
<description>
Returns a new image that is a copy of the image's area specified with [code]rect[/code].
</description>
@@ -256,9 +256,9 @@
</description>
</method>
<method name="get_used_rect" qualifiers="const">
- <return type="Rect2" />
+ <return type="Rect2i" />
<description>
- Returns a [Rect2] enclosing the visible portion of the image, considering each pixel with a non-zero alpha channel as visible.
+ Returns a [Rect2i] enclosing the visible portion of the image, considering each pixel with a non-zero alpha channel as visible.
</description>
</method>
<method name="get_width" qualifiers="const">
@@ -378,6 +378,19 @@
Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.
</description>
</method>
+ <method name="rotate_180">
+ <return type="void" />
+ <description>
+ Rotates the image by [code]180[/code] degrees. The width and height of the image must be greater than [code]1[/code].
+ </description>
+ </method>
+ <method name="rotate_90">
+ <return type="void" />
+ <argument index="0" name="direction" type="int" enum="ClockDirection" />
+ <description>
+ Rotates the image in the specified [code]direction[/code] by [code]90[/code] degrees. The width and height of the image must be greater than [code]1[/code]. If the width and height are not equal, the image will be resized.
+ </description>
+ </method>
<method name="save_exr" qualifiers="const">
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index e668e2e7fd..084bf7e809 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -42,9 +42,17 @@
Returns the format of the texture, one of [enum Image.Format].
</description>
</method>
+ <method name="set_image">
+ <return type="void" />
+ <argument index="0" name="image" type="Image" />
+ <description>
+ Replaces the texture's data with a new [Image]. This will re-allocate new memory for the texture.
+ If you want to update the image, but don't need to change its parameters (format, size), use [method update] instead for better performance.
+ </description>
+ </method>
<method name="set_size_override">
<return type="void" />
- <argument index="0" name="size" type="Vector2" />
+ <argument index="0" name="size" type="Vector2i" />
<description>
Resizes the texture to the specified dimensions.
</description>
@@ -54,8 +62,8 @@
<argument index="0" name="image" type="Image" />
<description>
Replaces the texture's data with a new [Image].
- [b]Note:[/b] The texture has to be initialized first with the [method create_from_image] method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration, otherwise it has to be re-created with the [method create_from_image] method.
- Use this method over [method create_from_image] if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time.
+ [b]Note:[/b] The texture has to be created using [method create_from_image] or initialized first with the [method set_image] method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration.
+ Use this method over [method set_image] if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time.
</description>
</method>
</methods>
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index 1eac58b9f2..8448109f02 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -49,6 +49,9 @@
<member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0">
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
</member>
+ <member name="label_settings" type="LabelSettings" setter="set_label_settings" getter="get_label_settings">
+ Resource to override [Theme] font, outline and shadow properties.
+ </member>
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
diff --git a/doc/classes/LabelSettings.xml b/doc/classes/LabelSettings.xml
new file mode 100644
index 0000000000..5f7427f4aa
--- /dev/null
+++ b/doc/classes/LabelSettings.xml
@@ -0,0 +1,39 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="LabelSettings" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Resource to override [Theme] font, outline and shadow properties of the [Label].
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="font" type="Font" setter="set_font" getter="get_font">
+ [Font] of the [Label]'s text.
+ </member>
+ <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(0.875, 0.875, 0.875, 1)">
+ Default text [Color] of the [Label].
+ </member>
+ <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16">
+ Font size of the [Label]'s text.
+ </member>
+ <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0">
+ Vertical space between lines in multiline text.
+ </member>
+ <member name="outline_color" type="Color" setter="set_outline_color" getter="get_outline_color" default="Color(1, 1, 1, 1)">
+ The tint of text outline.
+ </member>
+ <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0">
+ Text outline size.
+ </member>
+ <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(1, 1, 1, 1)">
+ The tint of text shadow.
+ </member>
+ <member name="shadow_offset" type="Vector2" setter="set_shadow_offset" getter="get_shadow_offset" default="Vector2(1, 1)">
+ The offset of the text's shadow.
+ </member>
+ <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="0">
+ The size of the text's shadow.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/LightmapGIData.xml b/doc/classes/LightmapGIData.xml
index 20113ac309..13f44150d7 100644
--- a/doc/classes/LightmapGIData.xml
+++ b/doc/classes/LightmapGIData.xml
@@ -22,7 +22,7 @@
<method name="clear_users">
<return type="void" />
<description>
- Clear all objects that are considred baked within this [LightmapGIData].
+ Clear all objects that are considered baked within this [LightmapGIData].
</description>
</method>
<method name="get_user_count" qualifiers="const">
diff --git a/doc/classes/MovieWriter.xml b/doc/classes/MovieWriter.xml
index bc702adde6..d47e52d7c0 100644
--- a/doc/classes/MovieWriter.xml
+++ b/doc/classes/MovieWriter.xml
@@ -68,7 +68,7 @@
<return type="void" />
<argument index="0" name="writer" type="MovieWriter" />
<description>
- Adds a writer to be usable by the engine. The supported file extensions can be set by overridding [method _handles_file].
+ Adds a writer to be usable by the engine. The supported file extensions can be set by overriding [method _handles_file].
[b]Note:[/b] [method add_writer] must be called early enough in the engine initialization to work, as movie writing is designed to start at the same time as the rest of the engine.
</description>
</method>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 631b2ea050..9d8f1e1e5d 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -91,7 +91,8 @@
<member name="custom_data_array" type="PackedColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array">
</member>
<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0">
- Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with [member visible_instance_count].
+ Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect.
+ By default, all instances are drawn but you can limit this with [member visible_instance_count].
</member>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Mesh to be drawn.
diff --git a/doc/classes/MultiplayerSpawner.xml b/doc/classes/MultiplayerSpawner.xml
index 4ca92728ff..9de67068eb 100644
--- a/doc/classes/MultiplayerSpawner.xml
+++ b/doc/classes/MultiplayerSpawner.xml
@@ -43,8 +43,6 @@
</method>
</methods>
<members>
- <member name="auto_spawn" type="bool" setter="set_auto_spawning" getter="is_auto_spawning" default="false">
- </member>
<member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0">
</member>
<member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath(&quot;&quot;)">
diff --git a/doc/classes/MultiplayerSynchronizer.xml b/doc/classes/MultiplayerSynchronizer.xml
index ac067791e6..3766491a6c 100644
--- a/doc/classes/MultiplayerSynchronizer.xml
+++ b/doc/classes/MultiplayerSynchronizer.xml
@@ -6,12 +6,64 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="add_visibility_filter">
+ <return type="void" />
+ <argument index="0" name="filter" type="Callable" />
+ <description>
+ </description>
+ </method>
+ <method name="get_visibility_for" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="peer" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="remove_visibility_filter">
+ <return type="void" />
+ <argument index="0" name="filter" type="Callable" />
+ <description>
+ </description>
+ </method>
+ <method name="set_visibility_for">
+ <return type="void" />
+ <argument index="0" name="peer" type="int" />
+ <argument index="1" name="visible" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="update_visibility">
+ <return type="void" />
+ <argument index="0" name="for_peer" type="int" default="0" />
+ <description>
+ </description>
+ </method>
+ </methods>
<members>
+ <member name="public_visibility" type="bool" setter="set_visibility_public" getter="is_visibility_public" default="true">
+ </member>
<member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config">
</member>
<member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0">
</member>
<member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath(&quot;..&quot;)">
</member>
+ <member name="visibility_update_mode" type="int" setter="set_visibility_update_mode" getter="get_visibility_update_mode" enum="MultiplayerSynchronizer.VisibilityUpdateMode" default="0">
+ </member>
</members>
+ <signals>
+ <signal name="visibility_changed">
+ <argument index="0" name="for_peer" type="int" />
+ <description>
+ </description>
+ </signal>
+ </signals>
+ <constants>
+ <constant name="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode">
+ </constant>
+ <constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode">
+ </constant>
+ <constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode">
+ </constant>
+ </constants>
</class>
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index a42ceba777..33e9e0c92d 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -77,15 +77,15 @@
<return type="float" />
<argument index="0" name="point" type="Vector3" />
<description>
- Returns the shortest distance from the plane to the position [code]point[/code].
+ Returns the shortest distance from the plane to the position [code]point[/code]. If the point is above the plane, the distance will be positive. If below, the distance will be negative.
</description>
</method>
<method name="has_point" qualifiers="const">
<return type="bool" />
<argument index="0" name="point" type="Vector3" />
- <argument index="1" name="epsilon" type="float" default="1e-05" />
+ <argument index="1" name="tolerance" type="float" default="1e-05" />
<description>
- Returns [code]true[/code] if [code]point[/code] is inside the plane. Comparison uses a custom minimum [code]epsilon[/code] threshold.
+ Returns [code]true[/code] if [code]point[/code] is inside the plane. Comparison uses a custom minimum [code]tolerance[/code] threshold.
</description>
</method>
<method name="intersect_3" qualifiers="const">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 577abc159a..898d34b385 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1968,6 +1968,12 @@
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
+ <member name="rendering/vrs/mode" type="int" setter="" getter="" default="0">
+ Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values.
+ </member>
+ <member name="rendering/vrs/texture" type="String" setter="" getter="" default="&quot;&quot;">
+ If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image.
+ </member>
<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0">
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 0d121a29d2..6248394b1a 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -395,7 +395,7 @@
<description>
</description>
</method>
- <method name="limit_get">
+ <method name="limit_get" qualifiers="const">
<return type="int" />
<argument index="0" name="limit" type="int" enum="RenderingDevice.Limit" />
<description>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 99f2191dee..6199c7b4e6 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3357,6 +3357,22 @@
If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [XRInterface].
</description>
</method>
+ <method name="viewport_set_vrs_mode">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="mode" type="int" enum="RenderingServer.ViewportVRSMode" />
+ <description>
+ Sets the Variable Rate Shading (VRS) mode for the viewport. Note, if hardware does not support VRS this property is ignored.
+ </description>
+ </method>
+ <method name="viewport_set_vrs_texture">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="texture" type="RID" />
+ <description>
+ Texture to use when the VRS mode is set to [constant RenderingServer.VIEWPORT_VRS_TEXTURE].
+ </description>
+ </method>
<method name="visibility_notifier_create">
<return type="RID" />
<description>
@@ -4116,6 +4132,18 @@
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="25" enum="ViewportDebugDraw">
</constant>
+ <constant name="VIEWPORT_VRS_DISABLED" value="0" enum="ViewportVRSMode">
+ VRS is disabled.
+ </constant>
+ <constant name="VIEWPORT_VRS_TEXTURE" value="1" enum="ViewportVRSMode">
+ VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
+ </constant>
+ <constant name="VIEWPORT_VRS_XR" value="2" enum="ViewportVRSMode">
+ VRS texture is supplied by the primary [XRInterface].
+ </constant>
+ <constant name="VIEWPORT_VRS_MAX" value="3" enum="ViewportVRSMode">
+ Represents the size of the [enum ViewportVRSMode] enum.
+ </constant>
<constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode">
</constant>
<constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode">
diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml
index d6e9a233b0..dd52d09750 100644
--- a/doc/classes/ResourceLoader.xml
+++ b/doc/classes/ResourceLoader.xml
@@ -6,6 +6,7 @@
<description>
Singleton used to load resource files from the filesystem.
It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
+ [b]Note:[/b] You have to import the files into the engine first to load them using [method load]. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data].
</description>
<tutorials>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
@@ -17,7 +18,7 @@
<argument index="1" name="at_front" type="bool" default="false" />
<description>
Registers a new [ResourceFormatLoader]. The ResourceLoader will use the ResourceFormatLoader as described in [method load].
- This method is performed implictly for ResourceFormatLoaders written in GDScript (see [ResourceFormatLoader] for more information).
+ This method is performed implicitly for ResourceFormatLoaders written in GDScript (see [ResourceFormatLoader] for more information).
</description>
</method>
<method name="exists">
diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml
index 213d8c585a..240c72a131 100644
--- a/doc/classes/ResourceSaver.xml
+++ b/doc/classes/ResourceSaver.xml
@@ -16,7 +16,7 @@
<argument index="1" name="at_front" type="bool" default="false" />
<description>
Registers a new [ResourceFormatSaver]. The ResourceSaver will use the ResourceFormatSaver as described in [method save].
- This method is performed implictly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information).
+ This method is performed implicitly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information).
</description>
</method>
<method name="get_recognized_extensions">
diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml
index 55a2ea6759..a7f5f7a0a6 100644
--- a/doc/classes/SkeletonProfile.xml
+++ b/doc/classes/SkeletonProfile.xml
@@ -9,6 +9,13 @@
<tutorials>
</tutorials>
<methods>
+ <method name="find_bone" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="bone_name" type="StringName" />
+ <description>
+ Returns the bone index that matches [code]bone_name[/code] as its name.
+ </description>
+ </method>
<method name="get_bone_name" qualifiers="const">
<return type="StringName" />
<argument index="0" name="bone_idx" type="int" />
@@ -17,6 +24,20 @@
In the retargeting process, the returned bone name is the bone name of the target skeleton.
</description>
</method>
+ <method name="get_bone_parent" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the name of the bone which is the parent to the bone at [code]bone_idx[/code]. The result is empty if the bone has no parent.
+ </description>
+ </method>
+ <method name="get_bone_tail" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the name of the bone which is the tail of the bone at [code]bone_idx[/code].
+ </description>
+ </method>
<method name="get_group" qualifiers="const">
<return type="StringName" />
<argument index="0" name="bone_idx" type="int" />
@@ -39,6 +60,20 @@
This is the offset with origin at the top left corner of the square.
</description>
</method>
+ <method name="get_reference_pose" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the reference pose transform for bone [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="get_tail_direction" qualifiers="const">
+ <return type="int" enum="SkeletonProfile.TailDirection" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the tail direction of the bone at [code]bone_idx[/code].
+ </description>
+ </method>
<method name="get_texture" qualifiers="const">
<return type="Texture2D" />
<argument index="0" name="group_idx" type="int" />
@@ -55,6 +90,22 @@
In the retargeting process, the setting bone name is the bone name of the target skeleton.
</description>
</method>
+ <method name="set_bone_parent">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="bone_parent" type="StringName" />
+ <description>
+ Sets the bone with name [code]bone_parent[/code] as the parent of the bone at [code]bone_idx[/code]. If an empty string is passed, then the bone has no parent.
+ </description>
+ </method>
+ <method name="set_bone_tail">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="bone_tail" type="StringName" />
+ <description>
+ Sets the bone with name [code]bone_tail[/code] as the tail of the bone at [code]bone_idx[/code].
+ </description>
+ </method>
<method name="set_group">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
@@ -80,6 +131,23 @@
This is the offset with origin at the top left corner of the square.
</description>
</method>
+ <method name="set_reference_pose">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="bone_name" type="Transform3D" />
+ <description>
+ Sets the reference pose transform for bone [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="set_tail_direction">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="tail_direction" type="int" enum="SkeletonProfile.TailDirection" />
+ <description>
+ Sets the tail direction of the bone at [code]bone_idx[/code].
+ [b]Note:[/b] This only specifies the method of calculation. The actual coordinates required should be stored in an external skeleton, so the calculation itself needs to be done externally.
+ </description>
+ </method>
<method name="set_texture">
<return type="void" />
<argument index="0" name="group_idx" type="int" />
@@ -103,4 +171,15 @@
</description>
</signal>
</signals>
+ <constants>
+ <constant name="TAIL_DIRECTION_AVERAGE_CHILDREN" value="0" enum="TailDirection">
+ Direction to the average coordinates of bone children.
+ </constant>
+ <constant name="TAIL_DIRECTION_SPECIFIC_CHILD" value="1" enum="TailDirection">
+ Direction to the coordinates of specified bone child.
+ </constant>
+ <constant name="TAIL_DIRECTION_END" value="2" enum="TailDirection">
+ Direction is not calculated.
+ </constant>
+ </constants>
</class>
diff --git a/doc/classes/TextLine.xml b/doc/classes/TextLine.xml
index c3574980b1..601650db2e 100644
--- a/doc/classes/TextLine.xml
+++ b/doc/classes/TextLine.xml
@@ -148,8 +148,8 @@
<member name="direction" type="int" setter="set_direction" getter="get_direction" enum="TextServer.Direction" default="0">
Text writing direction.
</member>
- <member name="flags" type="int" setter="set_flags" getter="get_flags" default="3">
- Line Alignment rules. For more info see [TextServer].
+ <member name="flags" type="int" setter="set_flags" getter="get_flags" enum="TextServer.JustificationFlag" default="3">
+ Line alignment rules. For more info see [TextServer].
</member>
<member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="TextServer.Orientation" default="0">
Text orientation.
diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml
index 6d615bd404..c733d8fcee 100644
--- a/doc/classes/TextParagraph.xml
+++ b/doc/classes/TextParagraph.xml
@@ -263,14 +263,17 @@
<member name="alignment" type="int" setter="set_alignment" getter="get_alignment" enum="HorizontalAlignment" default="0">
Paragraph horizontal alignment.
</member>
+ <member name="break_flags" type="int" setter="set_break_flags" getter="get_break_flags" enum="TextServer.LineBreakFlag" default="3">
+ Line breaking rules. For more info see [TextServer].
+ </member>
<member name="custom_punctuation" type="String" setter="set_custom_punctuation" getter="get_custom_punctuation" default="&quot;&quot;">
Custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
</member>
<member name="direction" type="int" setter="set_direction" getter="get_direction" enum="TextServer.Direction" default="0">
Text writing direction.
</member>
- <member name="flags" type="int" setter="set_flags" getter="get_flags" default="99">
- Line breaking and alignment rules. For more info see [TextServer].
+ <member name="justification_flags" type="int" setter="set_justification_flags" getter="get_justification_flags" enum="TextServer.JustificationFlag" default="3">
+ Line alignment rules. For more info see [TextServer].
</member>
<member name="max_lines_visible" type="int" setter="set_max_lines_visible" getter="get_max_lines_visible" default="-1">
Limits the lines of text shown.
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 4c8cf3982e..e1b676427b 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -356,7 +356,7 @@
</description>
</method>
<method name="font_get_style" qualifiers="const">
- <return type="int" />
+ <return type="int" enum="TextServer.FontStyle" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font style flags, see [enum FontStyle].
@@ -786,7 +786,7 @@
<method name="font_set_style">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
- <argument index="1" name="style" type="int" />
+ <argument index="1" name="style" type="int" enum="TextServer.FontStyle" />
<description>
Sets the font style flags, see [enum FontStyle].
</description>
@@ -1077,7 +1077,7 @@
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
- <argument index="2" name="jst_flags" type="int" default="3" />
+ <argument index="2" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
<description>
Adjusts text with to fit to specified width, returns new text width.
</description>
@@ -1184,7 +1184,7 @@
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
<argument index="2" name="start" type="int" default="0" />
- <argument index="3" name="break_flags" type="int" default="96" />
+ <argument index="3" name="break_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
<description>
Breaks text to the lines and returns character ranges for each line.
</description>
@@ -1195,7 +1195,7 @@
<argument index="1" name="width" type="PackedFloat32Array" />
<argument index="2" name="start" type="int" default="0" />
<argument index="3" name="once" type="bool" default="true" />
- <argument index="4" name="break_flags" type="int" default="96" />
+ <argument index="4" name="break_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
<description>
Breaks text to the lines and columns. Returns character ranges for each segment.
</description>
@@ -1306,7 +1306,7 @@
<method name="shaped_text_get_word_breaks" qualifiers="const">
<return type="PackedInt32Array" />
<argument index="0" name="shaped" type="RID" />
- <argument index="1" name="grapheme_flags" type="int" default="264" />
+ <argument index="1" name="grapheme_flags" type="int" enum="TextServer.GraphemeFlag" default="264" />
<description>
Breaks text into words and returns array of character ranges. Use [code]grapheme_flags[/code] to set what characters are used for breaking (see [enum GraphemeFlag]).
</description>
@@ -1346,7 +1346,7 @@
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" default="0" />
- <argument index="2" name="overrun_trim_flags" type="int" default="0" />
+ <argument index="2" name="overrun_trim_flags" type="int" enum="TextServer.TextOverrunFlag" default="0" />
<description>
Trims text if it exceeds the given width.
</description>
@@ -1522,22 +1522,22 @@
Left to right text is written vertically from top to bottom.
Right to left text is written vertically from bottom to top.
</constant>
- <constant name="JUSTIFICATION_NONE" value="0" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_NONE" value="0" enum="JustificationFlag" is_bitfield="true">
Do not justify text.
</constant>
- <constant name="JUSTIFICATION_KASHIDA" value="1" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_KASHIDA" value="1" enum="JustificationFlag" is_bitfield="true">
Justify text by adding and removing kashidas.
</constant>
- <constant name="JUSTIFICATION_WORD_BOUND" value="2" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_WORD_BOUND" value="2" enum="JustificationFlag" is_bitfield="true">
Justify text by changing width of the spaces between the words.
</constant>
- <constant name="JUSTIFICATION_TRIM_EDGE_SPACES" value="4" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_TRIM_EDGE_SPACES" value="4" enum="JustificationFlag" is_bitfield="true">
Remove trailing and leading spaces from the justified text.
</constant>
- <constant name="JUSTIFICATION_AFTER_LAST_TAB" value="8" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_AFTER_LAST_TAB" value="8" enum="JustificationFlag" is_bitfield="true">
Only apply justification to the part of the text after the last tab.
</constant>
- <constant name="JUSTIFICATION_CONSTRAIN_ELLIPSIS" value="16" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_CONSTRAIN_ELLIPSIS" value="16" enum="JustificationFlag" is_bitfield="true">
Apply justification to the trimmed line with ellipsis.
</constant>
<constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode">
@@ -1552,20 +1552,19 @@
<constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode">
Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
</constant>
- <constant name="BREAK_NONE" value="0" enum="LineBreakFlag">
+ <constant name="BREAK_NONE" value="0" enum="LineBreakFlag" is_bitfield="true">
Do not break the line.
</constant>
- <constant name="BREAK_MANDATORY" value="32" enum="LineBreakFlag">
+ <constant name="BREAK_MANDATORY" value="1" enum="LineBreakFlag" is_bitfield="true">
Break the line at the line mandatory break characters (e.g. [code]"\n"[/code]).
</constant>
- <constant name="BREAK_WORD_BOUND" value="64" enum="LineBreakFlag">
+ <constant name="BREAK_WORD_BOUND" value="2" enum="LineBreakFlag" is_bitfield="true">
Break the line between the words.
</constant>
- <constant name="BREAK_GRAPHEME_BOUND" value="128" enum="LineBreakFlag">
+ <constant name="BREAK_GRAPHEME_BOUND" value="4" enum="LineBreakFlag" is_bitfield="true">
Break the line between any unconnected graphemes.
</constant>
- <constant name="BREAK_WORD_BOUND_ADAPTIVE" value="320" enum="LineBreakFlag">
- Break the line between the words, or any unconnected graphemes if line is too short to fit the whole word.
+ <constant name="BREAK_ADAPTIVE" value="8" enum="LineBreakFlag" is_bitfield="true">
</constant>
<constant name="VC_CHARS_BEFORE_SHAPING" value="0" enum="VisibleCharactersBehavior">
Trims text before the shaping. e.g, increasing [member Label.visible_characters] or [member RichTextLabel.visible_characters] value is visually identical to typing the text.
@@ -1597,54 +1596,54 @@
<constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
Trims the text per word and adds an ellipsis to indicate that parts are hidden.
</constant>
- <constant name="OVERRUN_NO_TRIM" value="0" enum="TextOverrunFlag">
+ <constant name="OVERRUN_NO_TRIM" value="0" enum="TextOverrunFlag" is_bitfield="true">
No trimming is performed.
</constant>
- <constant name="OVERRUN_TRIM" value="1" enum="TextOverrunFlag">
+ <constant name="OVERRUN_TRIM" value="1" enum="TextOverrunFlag" is_bitfield="true">
Trims the text when it exceeds the given width.
</constant>
- <constant name="OVERRUN_TRIM_WORD_ONLY" value="2" enum="TextOverrunFlag">
+ <constant name="OVERRUN_TRIM_WORD_ONLY" value="2" enum="TextOverrunFlag" is_bitfield="true">
Trims the text per word instead of per grapheme.
</constant>
- <constant name="OVERRUN_ADD_ELLIPSIS" value="4" enum="TextOverrunFlag">
+ <constant name="OVERRUN_ADD_ELLIPSIS" value="4" enum="TextOverrunFlag" is_bitfield="true">
Determines whether an ellipsis should be added at the end of the text.
</constant>
- <constant name="OVERRUN_ENFORCE_ELLIPSIS" value="8" enum="TextOverrunFlag">
+ <constant name="OVERRUN_ENFORCE_ELLIPSIS" value="8" enum="TextOverrunFlag" is_bitfield="true">
Determines whether the ellipsis at the end of the text is enforced and may not be hidden.
</constant>
- <constant name="OVERRUN_JUSTIFICATION_AWARE" value="16" enum="TextOverrunFlag">
+ <constant name="OVERRUN_JUSTIFICATION_AWARE" value="16" enum="TextOverrunFlag" is_bitfield="true">
</constant>
- <constant name="GRAPHEME_IS_VALID" value="1" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_VALID" value="1" enum="GraphemeFlag" is_bitfield="true">
Grapheme is supported by the font, and can be drawn.
</constant>
- <constant name="GRAPHEME_IS_RTL" value="2" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_RTL" value="2" enum="GraphemeFlag" is_bitfield="true">
Grapheme is part of right-to-left or bottom-to-top run.
</constant>
- <constant name="GRAPHEME_IS_VIRTUAL" value="4" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_VIRTUAL" value="4" enum="GraphemeFlag" is_bitfield="true">
Grapheme is not part of source text, it was added by justification process.
</constant>
- <constant name="GRAPHEME_IS_SPACE" value="8" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_SPACE" value="8" enum="GraphemeFlag" is_bitfield="true">
Grapheme is whitespace.
</constant>
- <constant name="GRAPHEME_IS_BREAK_HARD" value="16" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_BREAK_HARD" value="16" enum="GraphemeFlag" is_bitfield="true">
Grapheme is mandatory break point (e.g. [code]"\n"[/code]).
</constant>
- <constant name="GRAPHEME_IS_BREAK_SOFT" value="32" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_BREAK_SOFT" value="32" enum="GraphemeFlag" is_bitfield="true">
Grapheme is optional break point (e.g. space).
</constant>
- <constant name="GRAPHEME_IS_TAB" value="64" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_TAB" value="64" enum="GraphemeFlag" is_bitfield="true">
Grapheme is the tabulation character.
</constant>
- <constant name="GRAPHEME_IS_ELONGATION" value="128" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_ELONGATION" value="128" enum="GraphemeFlag" is_bitfield="true">
Grapheme is kashida.
</constant>
- <constant name="GRAPHEME_IS_PUNCTUATION" value="256" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_PUNCTUATION" value="256" enum="GraphemeFlag" is_bitfield="true">
Grapheme is punctuation character.
</constant>
- <constant name="GRAPHEME_IS_UNDERSCORE" value="512" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_UNDERSCORE" value="512" enum="GraphemeFlag" is_bitfield="true">
Grapheme is underscore character.
</constant>
- <constant name="GRAPHEME_IS_CONNECTED" value="1024" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_CONNECTED" value="1024" enum="GraphemeFlag" is_bitfield="true">
Grapheme is connected to the previous grapheme. Breaking line before this grapheme is not safe.
</constant>
<constant name="HINTING_NONE" value="0" enum="Hinting">
@@ -1737,13 +1736,15 @@
<constant name="SPACING_BOTTOM" value="3" enum="SpacingType">
Spacing at the bottom of the line.
</constant>
- <constant name="FONT_BOLD" value="1" enum="FontStyle">
+ <constant name="SPACING_MAX" value="4" enum="SpacingType">
+ </constant>
+ <constant name="FONT_BOLD" value="1" enum="FontStyle" is_bitfield="true">
Font is bold.
</constant>
- <constant name="FONT_ITALIC" value="2" enum="FontStyle">
+ <constant name="FONT_ITALIC" value="2" enum="FontStyle" is_bitfield="true">
Font is italic or oblique.
</constant>
- <constant name="FONT_FIXED_WIDTH" value="4" enum="FontStyle">
+ <constant name="FONT_FIXED_WIDTH" value="4" enum="FontStyle" is_bitfield="true">
Font have fixed-width characters.
</constant>
<constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser">
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index 2f7b31b663..4501ec744a 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -346,7 +346,7 @@
</description>
</method>
<method name="font_get_style" qualifiers="virtual const">
- <return type="int" />
+ <return type="int" enum="TextServer.FontStyle" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font style flags, see [enum TextServer.FontStyle].
@@ -782,7 +782,7 @@
<method name="font_set_style" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
- <argument index="1" name="style" type="int" />
+ <argument index="1" name="style" type="int" enum="TextServer.FontStyle" />
<description>
Sets the font style flags, see [enum TextServer.FontStyle].
</description>
@@ -1074,7 +1074,7 @@
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
- <argument index="2" name="jst_flags" type="int" />
+ <argument index="2" name="jst_flags" type="int" enum="TextServer.JustificationFlag" />
<description>
Adjusts text with to fit to specified width, returns new text width.
</description>
@@ -1183,7 +1183,7 @@
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
<argument index="2" name="start" type="int" />
- <argument index="3" name="break_flags" type="int" />
+ <argument index="3" name="break_flags" type="int" enum="TextServer.LineBreakFlag" />
<description>
Breaks text to the lines and returns character ranges for each line.
[b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
@@ -1195,7 +1195,7 @@
<argument index="1" name="width" type="PackedFloat32Array" />
<argument index="2" name="start" type="int" />
<argument index="3" name="once" type="bool" />
- <argument index="4" name="break_flags" type="int" />
+ <argument index="4" name="break_flags" type="int" enum="TextServer.LineBreakFlag" />
<description>
Breaks text to the lines and columns. Returns character ranges for each segment.
[b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
@@ -1308,7 +1308,7 @@
<method name="shaped_text_get_word_breaks" qualifiers="virtual const">
<return type="PackedInt32Array" />
<argument index="0" name="shaped" type="RID" />
- <argument index="1" name="grapheme_flags" type="int" />
+ <argument index="1" name="grapheme_flags" type="int" enum="TextServer.GraphemeFlag" />
<description>
Breaks text into words and returns array of character ranges.
[b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
@@ -1352,7 +1352,7 @@
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
- <argument index="2" name="trim_flags" type="int" />
+ <argument index="2" name="trim_flags" type="int" enum="TextServer.TextOverrunFlag" />
<description>
Trims text if it exceeds the given width.
</description>
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 10ccad973f..ad52b2f2f1 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -591,7 +591,7 @@
Tile coordinates layout where both axis stay consistent with their respective local horizontal and vertical axis.
</constant>
<constant name="TILE_LAYOUT_STACKED_OFFSET" value="1" enum="TileLayout">
- Same as [code]TILE_LAYOUT_STAKED[/code], but the first half-offset is negative instead of positive.
+ Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is negative instead of positive.
</constant>
<constant name="TILE_LAYOUT_STAIRS_RIGHT" value="2" enum="TileLayout">
Tile coordinates layout where the horizontal axis stay horizontal, and the vertical one goes down-right.
diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml
index 330a405d5f..08309a8ecc 100644
--- a/doc/classes/VehicleBody3D.xml
+++ b/doc/classes/VehicleBody3D.xml
@@ -16,7 +16,7 @@
Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the vehicle reversing.
</member>
diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml
index 1c164d7c9a..ac126f824e 100644
--- a/doc/classes/VehicleWheel3D.xml
+++ b/doc/classes/VehicleWheel3D.xml
@@ -48,7 +48,7 @@
The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the wheel reversing.
</member>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index c33e9aa020..53603b5356 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -286,6 +286,12 @@
<member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
</member>
+ <member name="vrs_mode" type="int" setter="set_vrs_mode" getter="get_vrs_mode" enum="Viewport.VRSMode" default="0">
+ The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if hardware does not support VRS this property is ignored.
+ </member>
+ <member name="vrs_texture" type="Texture2D" setter="set_vrs_texture" getter="get_vrs_texture">
+ Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE].
+ </member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">
The custom [World2D] which can be used as 2D environment source.
</member>
@@ -492,5 +498,17 @@
</constant>
<constant name="SDF_SCALE_MAX" value="3" enum="SDFScale">
</constant>
+ <constant name="VRS_DISABLED" value="0" enum="VRSMode">
+ VRS is disabled.
+ </constant>
+ <constant name="VRS_TEXTURE" value="1" enum="VRSMode">
+ VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
+ </constant>
+ <constant name="VRS_XR" value="2" enum="VRSMode">
+ VRS texture is supplied by the primary [XRInterface].
+ </constant>
+ <constant name="VRS_MAX" value="3" enum="VRSMode">
+ Represents the size of the [enum VRSMode] enum.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index 71f6a44724..1642ae61f7 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -106,6 +106,11 @@
Returns the number of views this interface requires, 1 for mono, 2 for stereoscopic.
</description>
</method>
+ <method name="_get_vrs_texture" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_initialize" qualifiers="virtual">
<return type="bool" />
<description>
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index b21374a37f..a4488f3339 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -10132,7 +10132,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10297,7 +10303,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28607,13 +28619,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30029,9 +30042,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30605,10 +30618,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30621,6 +30637,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45558,6 +45580,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54487,7 +54516,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54527,15 +54557,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56011,11 +56042,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66053,11 +66103,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66137,8 +66187,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 0e33b91074..bd84c415cc 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -10078,7 +10078,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10243,7 +10249,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28526,13 +28538,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29946,9 +29959,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30522,10 +30535,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30538,6 +30554,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45405,6 +45427,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54329,7 +54358,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54369,15 +54399,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55853,11 +55884,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65874,11 +65924,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65958,8 +66008,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 8d833031fe..90ebdbf9f3 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -9958,7 +9958,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10123,7 +10129,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28403,13 +28415,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29823,9 +29836,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30399,10 +30412,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30415,6 +30431,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45282,6 +45304,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54206,7 +54235,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54246,15 +54276,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55730,11 +55761,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65751,7 +65801,7 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
@@ -65835,7 +65885,7 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
+"Accelerates the wheel by applying an engine force. The wheel is only sped "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 85a9d50b28..48a79d9ec3 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -10475,7 +10475,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10640,7 +10646,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28996,13 +29008,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30419,9 +30432,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30995,10 +31008,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31010,6 +31026,15 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -45974,6 +45999,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54913,7 +54945,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54953,15 +54986,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56438,11 +56472,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66526,11 +66579,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66610,8 +66663,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/de.po b/doc/translations/de.po
index ae8d8f2165..ba4e24c02b 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -12026,7 +12026,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -12192,7 +12198,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -30778,13 +30790,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -32210,9 +32223,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -32786,10 +32799,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -32801,6 +32817,14 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -47902,6 +47926,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -56953,7 +56985,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56993,15 +57026,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -58489,11 +58523,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -68828,11 +68881,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -68912,8 +68965,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/el.po b/doc/translations/el.po
index d3cbf69925..c7236b41df 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -9976,7 +9976,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10141,7 +10147,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28452,13 +28464,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29874,9 +29887,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30450,10 +30463,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30466,6 +30482,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45384,6 +45406,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54313,7 +54342,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54353,15 +54383,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55837,11 +55868,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65879,11 +65929,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65963,8 +66013,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/es.po b/doc/translations/es.po
index e38eb521c0..50425a97d9 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -13142,8 +13142,14 @@ msgstr ""
"escena."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "El bus en el que se está reproduciendo este audio."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -13329,9 +13335,14 @@ msgstr ""
"escena."
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "El bus en el que se está reproduciendo este audio."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -37678,13 +37689,14 @@ msgstr "Número máximo de redirecciones permitidas."
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -39554,9 +39566,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
"Habilita o deshabilita la acumulación de eventos de entrada similares "
"enviados por el sistema operativo. Cuando la acumulación de entrada está "
@@ -40315,10 +40327,13 @@ msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -40342,6 +40357,15 @@ msgid "Mouse and input coordinates"
msgstr "Medio desplazamiento en la coordenada X."
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Devuelve el número de disposiciones del teclado.\n"
+"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -60077,6 +60101,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "Cambia el byte en el índice dado."
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Elimina un elemento del array por indice."
+
#: doc/classes/PoolByteArray.xml
#, fuzzy
msgid ""
@@ -71442,7 +71474,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -71482,15 +71515,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -73306,11 +73340,41 @@ msgstr ""
#: doc/classes/Spatial.xml
#, fuzzy
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"Parte de la rotación de la transformación local en radianes, especificada en "
+"términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n"
+"[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un "
+"vector. Los tres ángulos de Euler, que son los tres parámetros "
+"independientes de la parametrización del ángulo de Euler de la matriz de "
+"rotación, se almacenan en una estructura de datos [Vector3] no porque la "
+"rotación sea un vector, sino sólo porque el [Vector3] existe como una "
+"estructura de datos conveniente para almacenar 3 números reales. Por lo "
+"tanto, la aplicación de operaciones afines en el \"vector\" de rotación no "
+"es significativa."
+
+#: doc/classes/Spatial.xml
+#, fuzzy
msgid "World space (global) [Transform] of this node."
msgstr "World3D espacio (global) [Transform] de este nodo."
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -86302,11 +86366,11 @@ msgstr ""
#, fuzzy
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -86430,8 +86494,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
#, fuzzy
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index db8018d209..5f170b2b28 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -10399,7 +10399,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10564,7 +10570,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28847,13 +28859,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30267,9 +30280,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30843,10 +30856,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30859,6 +30875,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45744,6 +45766,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54672,7 +54701,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54712,15 +54742,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56196,11 +56227,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66217,11 +66267,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66301,8 +66351,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 9317c255a7..0ab098fd33 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -10049,7 +10049,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10214,7 +10220,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28535,13 +28547,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29957,9 +29970,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30533,10 +30546,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30549,6 +30565,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45469,6 +45491,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54398,7 +54427,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54438,15 +54468,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55923,11 +55954,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65972,11 +66022,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66056,8 +66106,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index f7a8c0fd9b..2dabe612e9 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -9974,7 +9974,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10139,7 +10145,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28422,13 +28434,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29842,9 +29855,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30418,10 +30431,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30434,6 +30450,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45301,6 +45323,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54225,7 +54254,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54265,15 +54295,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55749,11 +55780,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65770,11 +65820,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65854,8 +65904,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 7b3d3c7435..9d5c5f4a01 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -61,7 +61,7 @@ msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-07-06 04:47+0000\n"
+"PO-Revision-Date: 2022-07-18 08:12+0000\n"
"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
@@ -70,7 +70,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -8364,6 +8364,9 @@ msgid ""
"Returns the number of inputs for the transition node with name [code]id[/"
"code]. You can add inputs by right-clicking on the transition node."
msgstr ""
+"Retourne le nombre d'entrées pour le nœud de transition nommé [code]id[/"
+"code]. Vous pouvez ajouter des entrées en faisant un clic droit sur le nœud "
+"de transition."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8378,6 +8381,9 @@ msgid ""
"transition node with name [code]id[/code] is set to automatically advance to "
"the next input upon completion."
msgstr ""
+"Retourne [code]true[/code] si l'entrée [code]input_idx[/code] du nœud de "
+"transition nommé [code]id[/code] est définie pour avancer automatiquement "
+"vers la prochaine entrée dès que la transition se termine."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8393,6 +8399,8 @@ msgid ""
"The transition node with name [code]id[/code] advances to its next input "
"automatically when the input at [code]input_idx[/code] completes."
msgstr ""
+"Le nœud de transition nommé [code]id[/code] avance à sa prochaine entrée "
+"automatiquement lorsque l'entrée [code]input_idx[/code] se termine."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8490,6 +8498,10 @@ msgid ""
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to custom audio buses."
msgstr ""
+"La zone 3D qui détecte nœuds [CollisionObject] qui se chevauchent, entrent "
+"ou sortent. Peut également modifier ou surcharger les paramètres de physique "
+"locale (gravité, amortissement) et passer l'audio à des bus audio "
+"personnalisés."
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
@@ -8570,6 +8582,10 @@ msgid ""
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"La vitesse à laquelle les objets s'arrêtent de tourner dans cette zone. "
+"Représente la vitesse angulaire perdue par seconde.\n"
+"Voir [member ProjectSettings.physics/3d/default_angular_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The name of the area's audio bus."
@@ -8681,6 +8697,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"Émis quand une autre Area entre dans cette zone. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area."
#: doc/classes/Area.xml
msgid ""
@@ -8688,6 +8707,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"Émis quand une autre Area quitte cette Area. Nécessite [member monitoring] "
+"d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area."
#: doc/classes/Area.xml
msgid ""
@@ -8855,6 +8877,14 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
+"Retourne la liste des intersections entre les [PhysiqueBody2D]. Le calque "
+"[member CollisionObject2D.collision_layer] du corps entrant en intersection "
+"doit être dans le masque [member CollisionObject2D.collision_mask] de ce "
+"corps pour être détecté.\n"
+"Pour des raisons de performance (les collisions sont toutes traitées en même "
+"temps) cette liste est modifiée une fois pendant l'étape physique, pas "
+"immédiatement après le déplacement des objets. Considérez plutôt "
+"l'utilisation des signaux."
#: doc/classes/Area2D.xml
msgid ""
@@ -8863,6 +8893,11 @@ msgid ""
"For performance, the list of overlaps is updated once per frame and before "
"the physics step. Consider using signals instead."
msgstr ""
+"Si [code]true[/code], la zone donnée recouvre la Area2D.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour des raisons de performance, la liste des collisions est "
+"mise à jour une fois par trame et avant l'étape physique. Considérez plutôt "
+"l'utilisation des signaux."
#: doc/classes/Area2D.xml
msgid ""
@@ -8913,6 +8948,10 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
+"La vitesse à laquelle les objets arrêtent de se déplacer dans cette zone. "
+"Représente la vitesse linéaire perdue par seconde.\n"
+"Voir [member ProjectSettings.physics/2d/default_linear_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area2D.xml
msgid ""
@@ -8920,6 +8959,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"Émis quand une autre Area2D entre dans cette Area2D. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area2D."
#: doc/classes/Area2D.xml
msgid ""
@@ -8927,6 +8969,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"Émis quand une autre Area2D quitte cette Area2D. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area2D."
#: doc/classes/Area2D.xml
msgid ""
@@ -9858,7 +9903,7 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Will regenerate normal maps for the [ArrayMesh]."
-msgstr ""
+msgstr "Régénérera les cartes normales pour le [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9873,12 +9918,16 @@ msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
+"Retourne la longueur des indices du tableau d'indices pour la surface "
+"spécifiée (voir [method add_surface_from_arrays].)"
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
+"Retourne la longueur des sommets du tableau des sommets dans la surface "
+"spécifiée (voir [method add_surface_from_arrays].)"
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9926,7 +9975,7 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
-msgstr ""
+msgstr "Définit le mode de forme de mélange avec [enum Mesh.BlendShapeMode]"
#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
msgid ""
@@ -10865,7 +10914,7 @@ msgid ""
msgstr ""
"Retourne l'horodatage absolu (en μs) de la dernière mise à jour des yeux AR/"
"VR du [ARVRServer] envoyée au [VisualServer]. La valeur est récupérée via un "
-"appel interne à [method OS.get_ticks_usec]"
+"appel interne à [method OS.get_ticks_usec]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10885,7 +10934,7 @@ msgid ""
msgstr ""
"Retourne l'horodatage absolu (en μs) du dernier appel de mise à jour du "
"[ARVRServer]. La valeur vient est récupérée via un appel interne à [method "
-"OS.get_ticks_usec]"
+"OS.get_ticks_usec]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -11406,6 +11455,8 @@ msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [code]reserve_space[/code]."
msgstr ""
+"Retourne la capacité de la structure qui garde les points en cache, utile "
+"avec [code]reserve_space[/code]."
#: doc/classes/AStar.xml
msgid ""
@@ -11468,6 +11519,8 @@ msgid ""
"Returns the weight scale of the point associated with the given [code]id[/"
"code]."
msgstr ""
+"Retourne l'échelle de poids du point associé pour le [code]id[/code] "
+"spécifié."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns an array of all points."
@@ -11484,6 +11537,8 @@ msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
"points are enabled."
msgstr ""
+"Retourne si un point est désactivé ou non pour le calcul du chemin. Par "
+"défaut, tous les points sont activés."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -11499,6 +11554,9 @@ msgid ""
"you're adding a known large number of points at once, for a grid for "
"instance. New capacity must be greater or equals to old capacity."
msgstr ""
+"Réserve l'espace interne pour [code]num_nodes[/code] points, utile si vous "
+"voulez ajouter un grand nombre de points à la fois, pour une grille par "
+"exemple. La nouvelle capacité doit être supérieure ou égale à l'ancienne."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -11859,6 +11917,9 @@ msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
+"Limite l'intensité des fréquences dans la gamme autour de [member "
+"AudioEffectFilter.cutoff_hz], et permet aux fréquences en dehors de cette "
+"gamme de passer."
#: doc/classes/AudioEffectBandPassFilter.xml
msgid "Adds a band pass filter to the audio bus."
@@ -11869,6 +11930,9 @@ msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
+"Atténue les fréquences à l'intérieur de la gamme autour de [member "
+"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette "
+"gamme."
#: doc/classes/AudioEffectCapture.xml
msgid "Captures audio from an audio bus in real-time."
@@ -12058,6 +12122,9 @@ msgid ""
"Compressor's delay time to stop reducing the signal after the signal level "
"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
msgstr ""
+"Le retard du compresseur avant d'arrêter de réduire le signal après que le "
+"niveau de signal sous le seuil, en millisecondes. La valeur peut aller de 20 "
+"à 2000."
#: doc/classes/AudioEffectCompressor.xml
msgid "Reduce the sound level using another audio bus for threshold detection."
@@ -12090,6 +12157,10 @@ msgid ""
"echo. Delay effects range from a subtle echo effect to a pronounced blending "
"of previous sounds with new sounds."
msgstr ""
+"Joue le signal d'entrée après une période de temps. Le signal retardé peut "
+"être joué plusieurs fois pour créer un écho qui s'amortit dans le temps. Les "
+"effets de retard vont d'un subtil écho à un mélange prononcé de sons "
+"précédents avec les nouveaux sons."
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -12128,6 +12199,8 @@ msgid ""
"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
+"La position gauche-droite pour [code]tap1[/code]. La valeur peut aller de -1 "
+"(complètement à gauche) à 1 (complètement à droite)."
#: doc/classes/AudioEffectDelay.xml
msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
@@ -12146,6 +12219,8 @@ msgid ""
"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
+"La position gauche-droite pour [code]tap2[/code]. La valeur peut aller de -1 "
+"(complètement à gauche) à 1 (complètement à droite)."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -12488,15 +12563,22 @@ msgid ""
"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
"cutoff_hz] and cuts frequencies outside of this range."
msgstr ""
+"Atténue les fréquences dans une bande étroite autour du [member "
+"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette "
+"gamme."
#: doc/classes/AudioEffectPanner.xml
msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
msgstr ""
+"Ajoute un effet audio de balance à un bus audio. Balance les sons à gauche "
+"ou à droite."
#: doc/classes/AudioEffectPanner.xml
msgid ""
"Determines how much of an audio signal is sent to the left and right buses."
msgstr ""
+"Détermine quelle quantité d'un signal audio est envoyé aux bus de gauche et "
+"de droite."
#: doc/classes/AudioEffectPanner.xml
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
@@ -12510,6 +12592,9 @@ msgid ""
"Combines the original signal with a copy that is slightly out of phase with "
"the original."
msgstr ""
+"Ajoute un effet audio de phaseur à un bus audio.\n"
+"Combine le signal original avec une copie de l'original légèrement hors "
+"phase."
#: doc/classes/AudioEffectPhaser.xml
msgid ""
@@ -13334,8 +13419,14 @@ msgstr ""
"scènes."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "Bus sur lequel cet audio joue."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -13548,8 +13639,14 @@ msgstr ""
"ajouté à la scène."
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
-msgstr "Le bus sur lequel cet audio est joué."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13585,7 +13682,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Sets the absolute maximum of the soundlevel, in decibels."
-msgstr ""
+msgstr "Définit le maximum absolu du niveau sonore, en décibels."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13617,13 +13714,15 @@ msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The base sound level unaffected by dampening, in decibels."
-msgstr ""
+msgstr "Le niveau sonore de base non affecté par l'amortissement, en décibels."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"The factor for the attenuation effect. Higher values make the sound audible "
"over a larger distance."
msgstr ""
+"Le facteur pour l'effet d'atténuation. Des valeurs plus élevées rendent le "
+"son audible sur une distance plus grande."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Linear dampening of loudness according to distance."
@@ -13654,6 +13753,10 @@ msgid ""
"but keeps the sound playing at the correct position if the camera leaves and "
"enters the [AudioStreamPlayer3D]'s [member max_distance] radius."
msgstr ""
+"Mélanger ce son, même lorsqu'il est hors de portée. Cela augmente "
+"l'utilisation de CPU, mais garde le son à la bonne position de lecture si la "
+"caméra quitte puis entre à nouveau dans le rayon [member max_distance] du "
+"[AudioStreamPlayer3D]."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13661,6 +13764,9 @@ msgid ""
"will cause the sound to restart if the camera leaves and enters the "
"[AudioStreamPlayer3D]'s [member max_distance] radius."
msgstr ""
+"Pause ce son quand il hors de portée. Cela diminue l'utilisation du CPU, "
+"mais cela fera redémarrer le son si la caméra quitte puis entre dans le "
+"rayon [member max_distance] du [AudioStreamPlayer3D]."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Disables doppler tracking."
@@ -14057,6 +14163,8 @@ msgid ""
"Deprecated, in previous versions it determined the location where lightmaps "
"were be saved."
msgstr ""
+"Obsolète, dans les versions précédentes ça déterminait l'emplacement où les "
+"textures de lumière étaient enregistrées."
#: doc/classes/BakedLightmap.xml
msgid "The calculated light data."
@@ -14094,6 +14202,15 @@ msgid ""
"lightmap banding even when using the GLES2 backend or if [member "
"ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]."
msgstr ""
+"Si [code]true[/code], enregistre les textures de lumière dans un format de "
+"plage dynamique élevée (type EXR). Si [code]false[/code], enregistre les "
+"textures de lumière dans une image PNG de plage dynamique faible. Ceci peut "
+"être défini à [code]false[/code] pour réduire l'usage du disque, mais les "
+"valeurs lumineuses supérieures à 1.0 seront limitées et vous pouvez voir un "
+"effet de bandes qui apparaissent à cause de cette précision réduite.\n"
+"[b]Note :[/b] Définir [member use_hdr] à [code]true[/code] réduira l'effet "
+"de bandes même sous GLES2 ou quand [member ProjectSettings.rendering/quality/"
+"depth/hdr] est [code]false[/code]."
#: doc/classes/BakedLightmap.xml
msgid "The lowest bake quality mode. Fastest to calculate."
@@ -14120,6 +14237,9 @@ msgid ""
"Returns if no viable save path is found. This can happen where an [member "
"image_path] is not specified or when the save location is invalid."
msgstr ""
+"Retourne si aucun chemin d'enregistrement invalid n'est trouvé. Cela peut se "
+"produire lorsqu'un [member image_path] n'est pas spécifié ou lorsque "
+"l'emplacement de sauvegarde est invalide."
#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
msgid "Currently unused."
@@ -14342,6 +14462,8 @@ msgid ""
"If [code]true[/code], the button is in toggle mode. Makes the button flip "
"state between pressed and unpressed each time its area is clicked."
msgstr ""
+"Si [code]true[/code], le bouton est en mode basculement. Fait basculer le "
+"bouton entre les états pressé et non-pressé chaque fois qu'il est cliqué."
#: doc/classes/BaseButton.xml
msgid "Emitted when the button starts being held down."
@@ -14359,6 +14481,11 @@ msgid ""
"If you need to know the button's pressed state (and [member toggle_mode] is "
"active), use [signal toggled] instead."
msgstr ""
+"Émis quand le bouton est basculé ou pressé. Émis lors de [signal "
+"button_down] si [member action_mode] est [constant ACTION_MODE_BUTTON_PRESS] "
+"et lors de [signal button_up] sinon.\n"
+"Si vous avez besoin de connaître l'état du bouton (et que [member "
+"toggle_mode] est actif), utilisez plutôt [signal toggled]."
#: doc/classes/BaseButton.xml
msgid ""
@@ -14366,6 +14493,9 @@ msgid ""
"(only if [member toggle_mode] is active). The new state is contained in the "
"[code]button_pressed[/code] argument."
msgstr ""
+"Émis lorsque le bouton a été juste basculé entre les états pressé et normal "
+"(seulement si [member toggle_mode] est actif). Le nouvel état est passé dans "
+"l'argument [code]button_pressed[/code]."
#: doc/classes/BaseButton.xml
msgid ""
@@ -14606,6 +14736,10 @@ msgid ""
"[b]Note:[/b] This results in a multiplication by the inverse of the matrix "
"only if it represents a rotation-reflection."
msgstr ""
+"Retourne un vecteur transformé (multiplié) par la matrice de base "
+"transposée.\n"
+"[b]Note :[/b] Cela entraîne une multiplication par l'inverse de la matrice "
+"seulement si elle représente une rotation-réflexion."
#: doc/classes/Basis.xml doc/classes/Transform2D.xml
msgid ""
@@ -14772,6 +14906,10 @@ msgid ""
"Supports distance fields. For using vector font files like TTF directly, see "
"[DynamicFont]."
msgstr ""
+"Rend le texte en utilisant les atlas des texture contenues dans le fichier "
+"[code]*.fnt[/code]. Supporte les champs de distance. Pour utiliser "
+"directement des fichiers de police vectorielles, comme le TTF, voir "
+"[DynamicFont]."
#: doc/classes/BitmapFont.xml
msgid ""
@@ -14781,6 +14919,11 @@ msgid ""
"alignment for the character and [code]advance[/code] is the (optional) "
"advance."
msgstr ""
+"Ajoute un caractère à la police, où [code]character[/code] est la valeur "
+"Unicode, [code]texture[/code] est l'index de la texture, [code]rect[/code] "
+"est la région de la texture (en pixels !), [code]align[/code] est "
+"l'alignement (optionnel) du caractère et [code]advance[/code] est "
+"l'avancement (optionnel)."
#: doc/classes/BitmapFont.xml
msgid ""
@@ -14851,6 +14994,17 @@ msgid ""
"menu option, from the code, you need to iterate over the bones to set their "
"individual rest poses."
msgstr ""
+"Utilise une hiérarchie [code]Bone2D[/code] liée à un [Skeleton2D] pour "
+"contrôler et animer d'autres nœuds [Node2D].\n"
+"Vous pouvez utiliser les nœuds [code]Bone2D[/code] et [code]Skeleton2D[/"
+"code] pour animer les maillages 2D créées avec l'éditeur d'UV de Polygon "
+"2D.\n"
+"Chaque os a une transformation de repos [member rest] que vous pouvez "
+"réinitialiser avec [method apply_rest]. Ces poses de repos sont par rapport "
+"au parent de l'os.\n"
+"Si dans l'éditeur vous pouvez définir la pose de repos d'un squelette entier "
+"en utilisant une option de menu, à partir du code, vous devez itérer sur les "
+"os pour définir leurs poses de repos individuelles."
#: doc/classes/Bone2D.xml
msgid "Stores the node's current transforms in [member rest]."
@@ -15439,6 +15593,9 @@ msgid ""
"[b]Note:[/b] A position which returns [code]false[/code] may still be "
"outside the camera's field of view."
msgstr ""
+"Retourne [code]true[/code] si la position donnée est derrière la caméra.\n"
+"[b]Note :[/b] Une position qui retourne [code]false[/code] peut quand même "
+"être en dehors du champ de vision de la caméra."
#: doc/classes/Camera.xml
msgid ""
@@ -15446,6 +15603,10 @@ msgid ""
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
+"Fait que cette caméra devient l'actuelle pour le [Viewport] (voir la "
+"description de la classe). Si le nœud de la caméra est en dehors de "
+"l'arborescence de la scène, il tentera de devenir l'actuel dès qu'il sera "
+"ajouté."
#: doc/classes/Camera.xml
msgid ""
@@ -15460,6 +15621,9 @@ msgid ""
"the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
"distance into the scene away from the camera."
msgstr ""
+"Retourne le point 3D dans l'espace global qui correspond à la coordonnées 2D "
+"donnée dans le rectangle du [Viewport] sur un plan qui est à la distance "
+"[code]z_depth[/code] donnée dans la scène par rapport à la caméra."
#: doc/classes/Camera.xml
msgid ""
@@ -15468,6 +15632,10 @@ msgid ""
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
+"Retourne la normale dans l'espace global, qui est le résultat de la "
+"projection d'un point sur le rectangle [Viewport] par la projection inverse "
+"de la caméra. Ceci est utile pour lancer des rayons sous la forme (origine, "
+"normale) pour l'intersection ou la sélection d'objets."
#: doc/classes/Camera.xml
msgid ""
@@ -15476,6 +15644,10 @@ msgid ""
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
+"Retourne la position 3D dans l'espace global, qui est le résultat de "
+"projeter un point sur le rectangle [Viewport] par la projection inverse de "
+"la caméra. Ceci est utile pour lancer des rayons sous la forme (origine, "
+"normale) pour l'intersection ou la sélection d'objets."
#: doc/classes/Camera.xml
msgid ""
@@ -15620,6 +15792,8 @@ msgid ""
"The axis to lock during [member fov]/[member size] adjustments. Can be "
"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
msgstr ""
+"L'axe à verrouiller pendant les réglages [member fov] ou [member size]. Peut "
+"être soit [constant KEEP_WIDTH] ou [constant KEEP_HEIGHT]."
#: doc/classes/Camera.xml
msgid ""
@@ -15633,6 +15807,9 @@ msgid ""
"objects' Z distance from the camera's local space scales their perceived "
"size."
msgstr ""
+"Le mode de projection de la caméra. Dans le mode [constant "
+"PROJECTION_PERSPECTIVE], la distance des objets dans l'espace local de la "
+"caméra détermine la taille apparante de ces objets."
#: doc/classes/Camera.xml
msgid ""
@@ -15640,6 +15817,10 @@ msgid ""
"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"[code]size[/code] sets the other axis' size length."
msgstr ""
+"La taille de la caméra mesurée comme la moitié de la largeur ou de la "
+"hauteur. N'est applicable qu'en modes orthogonal et frustum. Comme [member "
+"keep_aspect] verrouille l'axe, [code]size[/code] fixe la longueur de la "
+"taille sur l'autre axe."
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
@@ -15658,6 +15839,9 @@ msgid ""
"Orthogonal projection, also known as orthographic projection. Objects remain "
"the same size on the screen no matter how far away they are."
msgstr ""
+"La projection orthogonale, également connue sous le nom de projection "
+"orthographique. Les objets gardent la même taille à l'écran, indépendamment "
+"de leur distance."
#: doc/classes/Camera.xml
msgid ""
@@ -15678,6 +15862,10 @@ msgid ""
"usually the best option for projects running in landscape mode, as wider "
"aspect ratios will automatically benefit from a wider horizontal FOV."
msgstr ""
+"Préserve le rapport d'aspect vertical ; également connu sous le nom "
+"d'échelle Hor+. C'est généralement la meilleure option pour les projets en "
+"mode paysage, car les ratios d'aspect plus larges bénéficieront "
+"automatiquement d'un champ de vision horizontal plus large."
#: doc/classes/Camera.xml
msgid ""
@@ -15778,6 +15966,11 @@ msgid ""
"or [member Node2D.global_position], as it is affected by the [code]drag[/"
"code] properties."
msgstr ""
+"Retourne la [code]position[/code] de la caméra (le point suivi que la caméra "
+"essaye de suivre), par rapport à l'origine.\n"
+"[b]Note :[/b] La valeur retournée n'est pas la même que [member Node2D."
+"position] ou [member Node2D.global_position], car elle est aussi affectée "
+"par les propriétés [code]drag[/code]."
#: doc/classes/Camera2D.xml
msgid ""
@@ -15786,12 +15979,18 @@ msgid ""
"[b]Note:[/b] The real [code]position[/code] of the camera may be different, "
"see [method get_camera_position]."
msgstr ""
+"Retourne l'emplacement du centre de l'écran de la [Camera2D], par rapport à "
+"l'origine.\n"
+"[b]Note :[/b] La véritable [code]position[/code] de la caméra peut être "
+"différente, voir [method get_camera_position]."
#: doc/classes/Camera2D.xml
msgid ""
"Returns the specified margin. See also [member drag_margin_bottom], [member "
"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
msgstr ""
+"Retourne la marge spécifiée. Voir aussi [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], et [member drag_margin_right]."
#: doc/classes/Camera2D.xml
msgid ""
@@ -15862,24 +16061,36 @@ msgid ""
"drag margins. If [code]false[/code], the camera moves horizontally "
"regardless of margins."
msgstr ""
+"Si [code]true[/code], la caméra ne bouge que lorsqu'elle atteint les marges "
+"horizontales de glissage. Si [code]false[/code], la caméra se déplace "
+"horizontalement indépendamment des marges."
#: doc/classes/Camera2D.xml
msgid ""
"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge gauche nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge droite nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge supérieure nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplacer la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
@@ -15887,16 +16098,23 @@ msgid ""
"margins. If [code]false[/code], the camera moves vertically regardless of "
"margins."
msgstr ""
+"Si [code]true[/code], la caméra ne bouge que lorsqu'elle atteint les marges "
+"verticales de glissage. Si [code]false[/code], la caméra se déplace "
+"verticalement indépendamment des marges."
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
msgstr ""
+"Si [code]true[/code], dessine le rectangle de la marge de glissage de la "
+"caméra activée dans l'éditeur."
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's limits rectangle in the editor."
msgstr ""
+"Si [code]true[/code], dessine le rectangle des limites de la caméra activée "
+"dans l'éditeur."
#: doc/classes/Camera2D.xml
msgid ""
@@ -15966,12 +16184,19 @@ msgid ""
"not updated in any way if drag margins are enabled and can be used to set "
"initial offset."
msgstr ""
+"Le décalage horizontal de la caméra, par rapport aux marges de glissage.\n"
+"[b]Note :[/b] Le décalage H est utilisé uniquement pour forcer le décalage "
+"par rapport aux marges. Elle n'est pas mise à jour même si les marges de "
+"glissage sont activées et peuvent être utilisées pour régler le décalage "
+"initial."
#: doc/classes/Camera2D.xml
msgid ""
"The vertical offset of the camera, relative to the drag margins.\n"
"[b]Note:[/b] Used the same as [member offset_h]."
msgstr ""
+"Le décalage vertical de la caméra, par rapport aux marges de glissage.\n"
+"[b]Note :[/b] Utilisé de la même manière que [member offset_h]."
#: doc/classes/Camera2D.xml
msgid "The camera's process callback. See [enum Camera2DProcessMode]."
@@ -16202,6 +16427,10 @@ msgid ""
"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
"a shader."
msgstr ""
+"Cette texture donne accès à la texture de la caméra fournie par "
+"[CameraFeed].\n"
+"[b]Note :[/b] Beaucoup de caméras fournissent des images au format YCbCr qui "
+"doivent être converties dans un shader."
#: doc/classes/CameraTexture.xml
msgid "The ID of the [CameraFeed] for which we want to display the image."
@@ -16212,13 +16441,15 @@ msgstr ""
msgid ""
"Convenience property that gives access to the active property of the "
"[CameraFeed]."
-msgstr ""
+msgstr "Propriété utile qui donne accès à la propriété active du [CameraFeed]."
#: doc/classes/CameraTexture.xml
msgid ""
"Which image within the [CameraFeed] we want access to, important if the "
"camera image is split in a Y and CbCr component."
msgstr ""
+"L'image du [CameraFeed] pour laquelle nous voulons accéder, important si "
+"l'image de la caméra est divisée en composants Y et CbCr."
#: doc/classes/CanvasItem.xml
msgid "Base class of anything 2D."
@@ -16880,6 +17111,8 @@ msgid ""
"The color applied to textures on this [CanvasItem]. This is not inherited by "
"children [CanvasItem]s."
msgstr ""
+"La couleur appliquée aux textures sur ce [CanvasItem]. Cela n'est pas hérité "
+"pour les [CanvasItem] enfants."
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws behind its parent."
@@ -16934,7 +17167,7 @@ msgid ""
msgstr ""
"Émis quand la position ou la taille du [Rect2] a changé, ou lorsqu'une "
"action a changé ces valeurs là (par exemple en changeant [member Sprite."
-"texture])"
+"texture])."
#: doc/classes/CanvasItem.xml
msgid "Emitted when the visibility (hidden/visible) changes."
@@ -16945,6 +17178,8 @@ msgid ""
"Mix blending mode. Colors are assumed to be independent of the alpha "
"(opacity) value."
msgstr ""
+"Le mode de mélange. Les couleurs sont supposées être indépendantes de "
+"l'opacité."
#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
msgid "Additive blending mode."
@@ -16963,6 +17198,8 @@ msgid ""
"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
"(opacity) value."
msgstr ""
+"Le mode de mélange. Les couleurs sont supposées être prémultipliées par leur "
+"opacité."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -16976,12 +17213,16 @@ msgid ""
"The [CanvasItem]'s global transform has changed. This notification is only "
"received if enabled by [method set_notify_transform]."
msgstr ""
+"La transformation globale du [CanvasItem] a changé. Cette notification n'est "
+"reçue que si elle est activée par [method set_notify_transform]."
#: doc/classes/CanvasItem.xml
msgid ""
"The [CanvasItem]'s local transform has changed. This notification is only "
"received if enabled by [method set_notify_local_transform]."
msgstr ""
+"La transformation locale [CanvasItem] a changé. Cette notification n'est "
+"reçue que si elle est activée par [method set_notify_local_transform]."
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] is requested to draw."
@@ -17728,12 +17969,17 @@ msgid ""
"Returns the value of the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry. Always returns 0 when the constant could not be found."
msgstr ""
+"Retourne la valeur de la constante entière nommée [code]name[/code] dans "
+"[code]class[/code] ou un de ses parents. Retourne toujours 0 si la constante "
+"n'a pas été trouvée."
#: doc/classes/ClassDB.xml
msgid ""
"Returns which enum the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry belongs to."
msgstr ""
+"Retourne à quelle énumération la constante entière nommée [code]name[/code] "
+"dans [code]class[/code] ou un de ses parents."
#: doc/classes/ClassDB.xml
msgid ""
@@ -17825,6 +18071,9 @@ msgid ""
"Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/"
"code] is [code]false[/code]) has a method called [code]method[/code] or not."
msgstr ""
+"Retourne si [code]class[/code] (ou un de ses parents si "
+"[code]no_inheritance[/code] est [code]false[/code]) a une méthode nommée "
+"[code]method[/code] ou non."
#: doc/classes/ClassDB.xml
msgid ""
@@ -17850,6 +18099,8 @@ msgid ""
"Returns the names of all the classes that directly or indirectly inherit "
"from [code]class[/code]."
msgstr ""
+"Retourne le nom de toutes les classes qui héritent directement ou "
+"indirectement de [code]class[/code]."
#: doc/classes/ClassDB.xml
msgid "Returns the parent class of [code]class[/code]."
@@ -17880,6 +18131,9 @@ msgid ""
"This node extends [Camera] to add collisions with [Area] and/or "
"[PhysicsBody] nodes. The camera cannot move through colliding objects."
msgstr ""
+"Ce nœud étend [Camera] pour ajouter des collisions avec des nœuds [Area] et/"
+"ou [PhysicsBody]. La caméra ne peut pas passer à travers les objets avec "
+"lesquels elle rentre en collision."
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -18172,6 +18426,10 @@ msgid ""
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
+"Si [code]true[/code], cet objet peut être sélectionné. Ces objets peuvent "
+"détecter l'entrée/la sortie du pointeur de la souris sur eux, et si la "
+"souris pointe sur l'objet, signaler par des événements d'entrée. Nécessite "
+"au moins un bit de [member collision_layer] d'être réglé."
#: doc/classes/CollisionObject.xml
msgid ""
@@ -18227,6 +18485,10 @@ msgid ""
"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
"these events."
msgstr ""
+"Accepte les [InputEvent] non traités. Nécessite [member input_pickable] "
+"d'être à [code]true[/code]. [code]shape_idx[/code] est l'index de la "
+"[Shape2D] enfant. Connectez-vous au signal [code]input_event[/code] pour "
+"récupérer facilement ces événements."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -18242,6 +18504,9 @@ msgid ""
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
+"Retourne [code]true[/code] si les collisions pour le propriétaire de forme "
+"venant de ce [CollisionObject2D] ne seront pas signalées aux "
+"[CollisionObject2D] entrants en collision."
#: doc/classes/CollisionObject2D.xml
msgid "Adds a [Shape2D] to the shape owner."
@@ -18250,12 +18515,16 @@ msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
#: doc/classes/CollisionObject2D.xml
msgid "Returns the [Shape2D] with the given id from the given shape owner."
msgstr ""
+"Retourne la [Shape2D] avec l'identifiant donné du propriétaire donné de la "
+"forme."
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the child index of the [Shape2D] with the given id from the given "
"shape owner."
msgstr ""
+"Retourne l'indice de enfant du [Shape2D] avec l'identifiant donné du "
+"propriétaire donné de forme."
#: doc/classes/CollisionObject2D.xml
msgid "Returns the shape owner's [Transform2D]."
@@ -18267,12 +18536,17 @@ msgid ""
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], les collisions pour le "
+"propriétaire de forme original de ce [CollisionObject2D] ne seront pas "
+"rapportées aux [CollisionObject2D] entrant en collision."
#: doc/classes/CollisionObject2D.xml
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [code]owner_id[/code] to [code]margin[/code] pixels."
msgstr ""
+"Définit la marge [code]one_way_collision_margin[/code] du propriétaire de la "
+"forme identifié par [code]owner_id[/code] à [code]margin[/code] pixels."
#: doc/classes/CollisionObject2D.xml
msgid "Sets the [Transform2D] of the given shape owner."
@@ -18359,12 +18633,20 @@ msgid ""
"editor. It will not appear in the scene tree at run-time. Creates a [Shape] "
"for gameplay. Properties modified during gameplay will have no effect."
msgstr ""
+"Permet d'éditer des sommets de collision sur un plan sélectionné. Peut "
+"également définir une profondeur perpendiculaire à ce plan. Cette classe "
+"n'est disponible que dans l'éditeur. Elle n'apparaîtra pas dans "
+"l'arborescence de la scène quand le jeu est lancé. Crée une [Shape] pour les "
+"mécaniques de jeu. Les propriétés modifiées une fois le jeu lancé n'auront "
+"aucun effet."
#: doc/classes/CollisionPolygon.xml
msgid ""
"Length that the resulting collision extends in either direction "
"perpendicular to its polygon."
msgstr ""
+"La longueur que la collision résultante s'étend dans la direction "
+"perpendiculaire à son polygone."
#: doc/classes/CollisionPolygon.xml
msgid "If [code]true[/code], no collision will be produced."
@@ -18375,6 +18657,8 @@ msgid ""
"The collision margin for the generated [Shape]. See [member Shape.margin] "
"for more details."
msgstr ""
+"La marge de collision pour la [Shape] générée. Voir [member Shape.margin] "
+"pour plus d'informations."
#: doc/classes/CollisionPolygon.xml
msgid ""
@@ -18385,6 +18669,12 @@ msgid ""
"temporary variable and make changes before reassigning the [code]polygon[/"
"code] member."
msgstr ""
+"Un tableau de sommets qui définissent le polygone.\n"
+"[b]Note :[/b] La valeur retournée est une copie de l'original. Les méthodes "
+"qui modifie la taille ou les propriétés de la valeur de retour n'affecteront "
+"pas le polygone d'origine. Pour modifier les propriétés du polygone, "
+"assignez-le à une variable temporaire et faites des changements avant de le "
+"réassigner au membre [code]polygon[/code]."
#: doc/classes/CollisionPolygon2D.xml
msgid "Defines a 2D collision polygon."
@@ -18395,10 +18685,14 @@ msgid ""
"Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
"can be drawn in the editor or specified by a list of vertices."
msgstr ""
+"Fournit un polygone de collision 2D à un parent [CollisionObject2D]. Les "
+"polygones peuvent être dessinés manuellement dans l'éditeur ou spécifiés par "
+"une liste de sommets."
#: doc/classes/CollisionPolygon2D.xml
msgid "Collision build mode. Use one of the [enum BuildMode] constants."
msgstr ""
+"Le mode d'assemblage. Utilisez l'une des constantes de [enum BuildMode]."
#: doc/classes/CollisionPolygon2D.xml
msgid "If [code]true[/code], no collisions will be detected."
@@ -18411,6 +18705,11 @@ msgid ""
"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
"child of an [Area2D] node."
msgstr ""
+"Si [code]true[/code], seuls les bords qui font face, par rapport à la "
+"rotation du [CollisionPolygon2D], entreront en collision avec d'autres "
+"objets.\n"
+"[b]Note :[/b] Cette propriété n'a aucun effet si cette [CollisionPolygon2D] "
+"est un enfant d'un nœud [Area2D]."
#: doc/classes/CollisionPolygon2D.xml
msgid ""
@@ -18418,6 +18717,9 @@ msgid ""
"the shape thicker, and work better for colliders that enter the polygon at a "
"high velocity."
msgstr ""
+"La marge (en pixels) utilisée pour une collision à sens unique. Des valeurs "
+"plus élevées rendront la forme plus épaisse, et fonctionneront mieux pour "
+"les objets entrant en collision quand ils vont à une vitesse élevée."
#: doc/classes/CollisionPolygon2D.xml
msgid ""
@@ -19622,11 +19924,18 @@ msgid ""
"in the color picker and the user will be able to select them.\n"
"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
msgstr ""
+"Ajoute la couleur donnée à une liste de pré-réglages de couleur. Les pré-"
+"réglages sont affichés dans le sélectionneur de couleurs que l'utilisateur "
+"pourra sélectionner.\n"
+"[b]Note :[/b] La liste des pré-réglages est seulement pour [i]ce[/i] "
+"sélectionneur de couleur."
#: doc/classes/ColorPicker.xml
msgid ""
"Removes the given color from the list of color presets of this color picker."
msgstr ""
+"Retire la couleur donnée de la liste des pré-réglages de couleur de ce "
+"sélectionneur de couleur."
#: doc/classes/ColorPicker.xml
msgid "Returns the list of colors in the presets of the color picker."
@@ -19643,6 +19952,10 @@ msgid ""
"mouse button, otherwise it will apply immediately even in mouse motion event "
"(which can cause performance issues)."
msgstr ""
+"Si [code]true[/code], la couleur ne s'appliquera que quand l'utilisateur "
+"relâche le bouton de la souris, sinon elle s'appliquera immédiatement en "
+"suivant le déplacement de la souris (ce qui peut causer des problèmes de "
+"performance)."
#: doc/classes/ColorPicker.xml
#, fuzzy
@@ -19655,6 +19968,9 @@ msgid ""
"sliders.\n"
"[b]Note:[/b] Cannot be enabled if raw mode is on."
msgstr ""
+"Si [code]true[/code], permet de modifier la couleur avec des curseurs teinte/"
+"saturation/valeur.\n"
+"[b]Note :[/b] Ne peut être activé si le mode brut est activé."
#: doc/classes/ColorPicker.xml
msgid "If [code]true[/code], the \"add preset\" button is enabled."
@@ -19722,10 +20038,12 @@ msgid ""
"The indicator used to signalize that the color value is outside the 0-1 "
"range."
msgstr ""
+"L'indicateur utilisé pour signaler que la valeur de couleur est en dehors de "
+"l'intervalle 0-1."
#: doc/classes/ColorPicker.xml
msgid "The icon for the screen color picker button."
-msgstr ""
+msgstr "L'icône pour le bouton de sélecteur de couleurs."
#: doc/classes/ColorPickerButton.xml
msgid "Button that pops out a [ColorPicker]."
@@ -20161,18 +20479,25 @@ msgid ""
"Deletes the specified section along with all the key-value pairs inside. "
"Raises an error if the section does not exist."
msgstr ""
+"Supprime la section spécifiée ainsi que toutes ses paires valeur-clé avec. "
+"Affiche une erreur si la section n'existe pas."
#: doc/classes/ConfigFile.xml
msgid ""
"Deletes the specified key in a section. Raises an error if either the "
"section or the key do not exist."
msgstr ""
+"Supprime la clé spécifiée dans une section. Affiche une erreur si la section "
+"ou la clé n'existe pas."
#: doc/classes/ConfigFile.xml
msgid ""
"Returns an array of all defined key identifiers in the specified section. "
"Raises an error and returns an empty array if the section does not exist."
msgstr ""
+"Retourne un tableau de tous les identifiants des clés définis dans la "
+"section spécifiée. Affiche une erreur et retourne un tableau vide si la "
+"section n'existe pas."
#: doc/classes/ConfigFile.xml
msgid "Returns an array of all defined section identifiers."
@@ -20185,6 +20510,10 @@ msgid ""
"[code]default[/code] value. If [code]default[/code] is not specified or set "
"to [code]null[/code], an error is also raised."
msgstr ""
+"Retourne l'actuelle valeur pour la section et la clé spécifiées. Si la "
+"section ou la clé n'existent pas, la méthode retourne la valeur du paramètre "
+"[code]default[/code]. Si [code]default[/code] n'est pas spécifié ou défini à "
+"[code]null[/code], une erreur est affichée."
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section exists."
@@ -20202,6 +20531,10 @@ msgid ""
"on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Charge le fichier de configuration spécifié en paramètre. Le contenu du "
+"fichier est interprété et chargé dans l'objet [ConfigFile] sur lequel la "
+"méthode a été appelée.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -20210,6 +20543,11 @@ msgid ""
"the [ConfigFile] object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Charge le fichier de configuration crypté spécifié en paramètre, en "
+"utilisant la clé [code]key[/code] fournie pour le décrypter. Le contenu du "
+"fichier est interprété et chargé dans l'objet [ConfigFile] sur lequel la "
+"méthode a été appelée.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -20279,6 +20617,10 @@ msgid ""
"code] value deletes the specified key if it exists, and deletes the section "
"if it ends up empty once the key has been removed."
msgstr ""
+"Attribue une valeur à la clé spécifiée de la section spécifiée. Si la "
+"section ou la clé n'existe pas, elles sont créées. Passer une valeur "
+"[code]null[/code] supprime la clé spécifiée si elle existe, et supprime la "
+"section si elle est vide une fois que la clé a été supprimée."
#: doc/classes/ConfirmationDialog.xml
msgid "Dialog for confirmation of actions."
@@ -20309,6 +20651,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne le bouton annuler.\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, le retirer et le "
+"libérer peut causer un plantage. Si vous voulez le cacher lui ou un de ses "
+"enfants, utilisez la propriété [member CanvasItem.visible]."
#: doc/classes/Container.xml
msgid "Base node for containers."
@@ -20320,18 +20666,26 @@ msgid ""
"automatically arranges them in a certain way.\n"
"A Control can inherit this to create custom container classes."
msgstr ""
+"Le nœud de base pour les conteneurs. Un [Container] contient d'autres "
+"contrôles et les arrange automatiquement d'une certaine manière.\n"
+"Un Control peut en hériter pour créer des classes de conteneur qui arrange "
+"les contrôles enfants de manière personnalisée."
#: doc/classes/Container.xml
msgid ""
"Fit a child control in a given rect. This is mainly a helper for creating "
"custom container classes."
msgstr ""
+"Ajuste un contrôle enfant dans un rectangle donné. Il s'agit principalement "
+"d'une aide pour créer des classes de conteneurs personnalisées."
#: doc/classes/Container.xml
msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr ""
+"Ajoute un commande de tri pour les contrôles enfants. Ceci est appelé "
+"automatiquement de tous les cas, mais peut être appelé sur demande."
#: doc/classes/Container.xml
msgid "Emitted when sorting the children is needed."
@@ -20341,12 +20695,17 @@ msgstr "Émis quand le tri des enfants est nécessaire."
msgid ""
"Notification for when sorting the children, it must be obeyed immediately."
msgstr ""
+"La notification pour le tri des enfants, à laquelle faut l'obéir "
+"immédiatement."
#: doc/classes/Control.xml
msgid ""
"All user interface nodes inherit from Control. A control's anchors and "
"margins adapt its position and size relative to its parent."
msgstr ""
+"Tous les nœuds d'interface utilisateur héritent de Control. Les ancres et "
+"les marges des contrôles adaptent leur position et leur taille par rapport à "
+"son parent."
#: doc/classes/Control.xml
msgid ""
@@ -20433,7 +20792,7 @@ msgstr "Galerie des nœuds de contrôle"
#: doc/classes/Control.xml
msgid "All GUI Demos"
-msgstr ""
+msgstr "Toutes les démos d'interface"
#: doc/classes/Control.xml
msgid ""
@@ -20443,6 +20802,13 @@ msgid ""
"Similar to [member rect_clip_content], but doesn't affect visibility.\n"
"If not overridden, defaults to [code]false[/code]."
msgstr ""
+"Méthode virtuelle à surcharger par l'utilisateur. Retourne si [méthode "
+"gui_input] ne doit pas être appelé pour les contrôles enfants en dehors du "
+"rectangle englobant du contrôle. L'entrée sera limitée au Rect de ce "
+"[Control]. Similaire à [member rect_clip_content], mais n'affecte pas la "
+"visibilité.\n"
+"Si la méthode n'est pas surchargée, la valeur par défaut retournée est "
+"[code]false[/code]."
#: doc/classes/Control.xml
msgid ""
@@ -20804,6 +21170,12 @@ msgid ""
"The methods [method can_drop_data] and [method drop_data] must be "
"implemented on controls that want to receive drop data."
msgstr ""
+"Force le glissage et contourne [method get_drag_data] et [method "
+"set_drag_preview] en passant [code]data[/code] et [code]preview[/code]. Le "
+"glissage va commencer même si la souris n'est ni sur, ni appuyé sur ce "
+"contrôle.\n"
+"Les méthodes [method can_drop_data] et [method drop_data] doivent être "
+"implémentées pour les contrôles qui veulent recevoir ces données de glissage."
#: doc/classes/Control.xml
msgid ""
@@ -20896,6 +21268,8 @@ msgid ""
"Returns the mouse cursor shape the control displays on mouse hover. See "
"[enum CursorShape]."
msgstr ""
+"Retourne le curseur de la souris que le contrôle affiche quand la souris le "
+"survole. Voir [enum CursorShape]."
#: doc/classes/Control.xml
msgid ""
@@ -21039,6 +21413,10 @@ msgid ""
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method get_color] for details."
msgstr ""
+"Retourne la police par défaut de la première correspondance [Theme] trouvée "
+"dans l'arborescence si ce [Theme] a une valeur valide pour [member Theme."
+"default_font].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
msgid ""
@@ -21203,6 +21581,10 @@ msgid ""
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne [code]true[/code] s'il y a une correspondance [Theme] dans "
+"l'arborescence qui a un élément de la boîte de style avec le code spécifié "
+"[code]name[/code] et [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
msgid ""
@@ -21231,11 +21613,17 @@ msgid ""
"changed. Setting [member rect_min_size] directly calls this method "
"automatically."
msgstr ""
+"Invalide le cache de taille de ce nœud et des nœuds parents jusqu'à la "
+"racine. Prévu pour être utilisé avec [method get_minimum_size] quand la "
+"valeur de retour est changée. Définir [member rect_min_size] appelle cette "
+"méthode automatiquement."
#: doc/classes/Control.xml
msgid ""
"Give up the focus. No other control will be able to receive keyboard input."
msgstr ""
+"Relâche le focus. Aucun autre contrôle ne pourra recevoir les entrées du "
+"clavier."
#: doc/classes/Control.xml
#, fuzzy
@@ -21304,12 +21692,18 @@ msgid ""
"code] argument and automatic update of margin, it allows to set the margin "
"offset yourself (see [method set_margin])."
msgstr ""
+"Fonctionne comme [method set_anchor], mais au lieu de l'argument "
+"[code]keep_margin[/code] et de la mise à jour automatique de la marge, ça "
+"permet de définir la marge de décalage par vous-même (voir [method "
+"set_margin])."
#: doc/classes/Control.xml
msgid ""
"Sets both anchor preset and margin preset. See [method set_anchors_preset] "
"and [method set_margins_preset]."
msgstr ""
+"Définit à la fois le préréglage de l'ancre et de la marge. Voir [method "
+"set_anchors_preset] et [method set_margins_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -21523,6 +21917,15 @@ msgid ""
"If [code]exclusive[/code] is [code]true[/code], other controls will not "
"receive input and clicking outside this control will not close it."
msgstr ""
+"Affiche un contrôle en tant que modal. Le contrôle doit être une sous-"
+"fenêtre. Les contrôles de modal capturent les signaux d'entrée jusqu'à ce "
+"que la zone située à l'extérieur soit accessible. Lorsqu'un contrôle modal "
+"perd le focus, ou que la touche échap est pressée, il disparait "
+"automatiquement. Les contrôles de modal sont largement utilisés pour les "
+"dialogues surgissants (popup) et les menus.\n"
+"Si [code]exclusif[/code] est [code]true[/code], les autres contrôles ne "
+"recevront pas les entrées, et cliquer à l'extérieur de ce contrôle ne le "
+"fermera pas."
#: doc/classes/Control.xml
msgid ""
@@ -21584,6 +21987,9 @@ msgid ""
"The focus access mode for the control (None, Click or All). Only one Control "
"can be focused at the same time, and it will receive keyboard signals."
msgstr ""
+"Le mode de focus du contrôle (aucun, clic ou tous). Un seul contrôle peut "
+"avoir le focus à un moment donné, et il recevra des signaux des touches du "
+"clavier appuyées."
#: doc/classes/Control.xml
msgid ""
@@ -22188,6 +22594,9 @@ msgid ""
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
+"Affiche le curseur de la souris en forme de I lorsque l'utilisateur survole "
+"le nœud. Le pointeur en I a une forme semblable à un \"I\". Il signale à "
+"l'utilisateur qu'il peut insérer ou surligner du texte."
#: doc/classes/Control.xml
msgid ""
@@ -22675,6 +23084,15 @@ msgid ""
"uses a more complex method of collision detection, and a convex one forces "
"itself to be convex in order to speed up collision detection."
msgstr ""
+"Forme polygone convexe pour la physique 2D. Un polygone convexe, quelle que "
+"soit sa forme, est décomposé en interne par d'autant de polygones convexes "
+"que nécessaire pour assurer que toutes les collisions sont toujours "
+"effectués sur les polygones convexes (ce qui sont plus rapide à vérifier).\n"
+"La principale différence entre un [ConvexPolygonShape2D] et un "
+"[ConcavePolygonShape2D] est qu'un polygone concave suppose toujours qu'il "
+"est concave et utilise une méthode plus complexe pour la détection des "
+"collisions, alors qu'un polygone convexe suppose toujours qu'il est convexe "
+"pour accélérer la détection des collisions."
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -22682,6 +23100,10 @@ msgid ""
"points] property using the convex hull algorithm. Removing all unneeded "
"points. See [method Geometry.convex_hull_2d] for details."
msgstr ""
+"Basé sur l'ensemble des points fournis, cela crée et définit la propriété "
+"[member points] en utilisant l'algorithme de découpage convexe. Ça enlève "
+"aussi tous les points inutiles. Voir [method Geometry.convex_hull_2d] pour "
+"plus de détails."
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -22690,6 +23112,10 @@ msgid ""
"[method set_point_cloud] to generate a convex hull shape from concave shape "
"points."
msgstr ""
+"La liste des sommets du polygone. Peut être dans le sens horaire ou dans le "
+"sens anti-horaire. Ne définissez cette propriété qu'avec des points d'une "
+"forme convexe, et utilisez [method set_point_cloud] pour générer une forme "
+"convexe à partir de points d'une forme concave."
#: doc/classes/CPUParticles.xml
msgid "CPU-based 3D particle emitter."
@@ -22704,12 +23130,22 @@ msgid ""
"[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
"and doesn't need to be configured by the user."
msgstr ""
+"Un nœud pour les particules 3D fonctionnant sur le CPU utilisé pour créer "
+"une grande variété d'effets de particules.\n"
+"Voir aussi [Particles], qui fournit la même fonctionnalité mais avec "
+"l'accélération matérielle (via GPU), mais ne peut pas fonctionner sur des "
+"appareils plus anciens.\n"
+"[b]Note :[/b] Contrairement aux [Particles], le rect de visibilité est "
+"généré à lors de émission et n'a pas besoin d'être configuré par "
+"l'utilisateur."
#: doc/classes/CPUParticles.xml
msgid ""
"Sets this node's properties to match a given [Particles] node with an "
"assigned [ParticlesMaterial]."
msgstr ""
+"Génère les propriétés de ce nœud pour correspondre à un nœud [Particules] "
+"avec en plus un nœud assigné [ParticlesMaterial]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the base value of the parameter specified by [enum Parameter]."
@@ -22767,6 +23203,11 @@ msgid ""
"therefore removing all particles that were already emitted before changing "
"[member amount]."
msgstr ""
+"Le nombre de particules émises dans un cycle d'émission (correspondant à la "
+"durée [member lifetime]).\n"
+"[b]Note :[/b] Changer [member amount] réinitialisera l'émission des "
+"particules, supprimant ainsi toutes les particules déjà émises avant de "
+"changer [member amount]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Initial rotation applied to each particle, in degrees."
@@ -22838,6 +23279,9 @@ msgid ""
"[SpatialMaterial] make sure to set [member SpatialMaterial."
"vertex_color_use_as_albedo] to [code]true[/code]."
msgstr ""
+"La couleur initiale de chaque particule. Pour utiliser cette couleur dans un "
+"[SpatialMaterial], assurez-vous de définir [membrer SpatialMaterial."
+"vertex_color_use_as_albedo] à [code]true[/code]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -22845,6 +23289,8 @@ msgid ""
"Each particle's initial color will vary along this [GradientTexture] "
"(multiplied with [member color])."
msgstr ""
+"La couleur initiale de chaque particule qui varie suivant la "
+"[GradientTexture] (multipliée avec [member color])."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid ""
@@ -22978,6 +23424,10 @@ msgid ""
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the particle system itself."
msgstr ""
+"Le nombre de trames du système de particules est fixé à une valeur. Par "
+"exemple, changer la valeur à 2 rendra les particules à 2 trames par seconde. "
+"Notez que cela ne ralentit pas le système de particules lui-même juste "
+"l'affichage final."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -23001,6 +23451,8 @@ msgid ""
"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
"particles to X/Z plane."
msgstr ""
+"La quantité d'éparpillement [member spread] dans le plan Y/Z. Une valeur de "
+"[code]1[/code] limite les particules au plan X/Z."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -23008,6 +23460,8 @@ msgid ""
"If [code]true[/code], results in fractional delta calculation which has a "
"smoother particles display effect."
msgstr ""
+"Si [code]true[/code], utilise un calcul d'étape fractionnelle qui permet "
+"affichage plus lisse des particules."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -23034,6 +23488,8 @@ msgid ""
"Initial velocity magnitude for each particle. Direction comes from [member "
"spread] and the node's orientation."
msgstr ""
+"La magnitude de la vitesse initiale de chaque particule. L'orientation "
+"dépend de [member spread] et de l'orientation du nœud."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -23055,6 +23511,8 @@ msgstr "Facteur d'aléatoire de la durée de vie d'une particule."
msgid ""
"Linear acceleration applied to each particle in the direction of motion."
msgstr ""
+"L'accélération linéaire appliquée à chaque particule dans la direction du "
+"mouvement."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's linear acceleration will vary along this [Curve]."
@@ -23073,6 +23531,9 @@ msgid ""
"If [code]true[/code], particles use the parent node's coordinate space. If "
"[code]false[/code], they use global coordinates."
msgstr ""
+"Si [code]true[/code], les particules utilisent l'espace de coordonnées du "
+"parent du nœud. Si [code]false[/code], ils utilisent des coordonnées "
+"globales."
#: doc/classes/CPUParticles.xml
msgid ""
@@ -23088,6 +23549,9 @@ msgid ""
"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
"code] during a cycle, emission will stop at the cycle's end."
msgstr ""
+"Si [code]true[/code], un seul cycle d'émission se produit. Si définit à "
+"[code]true[/code] pendant un cycle, l'émission s'arrêtera à la fin de ce "
+"cycle."
#: doc/classes/CPUParticles.xml
msgid ""
@@ -23097,6 +23561,11 @@ msgid ""
"This property is only available when [member flag_disable_z] is [code]true[/"
"code]."
msgstr ""
+"La vitesse orbitale appliquée à chaque particule. Fait tourner les "
+"particules autour d'origine sur le plan XY local. Spécifié en nombre de "
+"rotations complètes autour de l'origine par seconde.\n"
+"Cette propriété est uniquement disponible lorsque [member flag_disable_z] "
+"est [code]true[/code]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's orbital velocity will vary along this [Curve]."
@@ -23113,6 +23582,8 @@ msgstr "Facteur d'aléatoire de la vélocité orbitale."
#: doc/classes/Particles2D.xml
msgid "Particle system starts as if it had already run for this many seconds."
msgstr ""
+"Le système de particules démarre comme s'il avait déjà commencé depuis "
+"plusieurs secondes."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -23159,6 +23630,8 @@ msgid ""
"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
"be used to pause the particles."
msgstr ""
+"Le facteur de vitesse du système de particules. Une valeur de [code]0[/code] "
+"peut être utilisée pour arrêter les particules."
#: doc/classes/CPUParticles.xml
msgid ""
@@ -23176,6 +23649,9 @@ msgid ""
"perpendicular to the particle's velocity giving the particles a swirling "
"motion."
msgstr ""
+"L'accélération tangentielle appliquée à chaque particule. Elle est "
+"perpendiculaire à la vitesse de la particule, ce qui donne aux particules un "
+"mouvement de glissement."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's tangential acceleration will vary along this [Curve]."
@@ -23209,30 +23685,40 @@ msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set initial velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse initiale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set angular velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse angulaire."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set orbital velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse orbitale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set linear acceleration properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés d'accélération linéaire."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set radial acceleration properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés d'accélération radiale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -23336,6 +23822,9 @@ msgid ""
"emission_points]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
+"Les particules seront émises à une position choisie au hasard parmi les "
+"points [member emission_points]. La couleur des particules sera modulée par "
+"[member emission_colors]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -23344,6 +23833,10 @@ msgid ""
"[member emission_normals]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
+"Les particules seront émises à une position choisie au hasard parmi [member "
+"emission_points]. La vitesse et la rotation des particules seront "
+"déterminées en fonction de [member emission_normals]. La couleur des "
+"particules sera modulée par [member emission_colors]."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in a ring or cylinder."
@@ -23367,30 +23860,45 @@ msgid ""
"[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
"fly and doesn't need to be configured by the user."
msgstr ""
+"Nœud de particules 2D calculées par le CPU pour créer une variété de "
+"systèmes et d'effets de particules.\n"
+"Voir aussi [Particles2D], qui fournit la même fonctionnalité mais en "
+"utilisant l'accélération matérielle, mais ne peut pas fonctionner sur des "
+"appareils plus anciens.\n"
+"[b]Note :[/b] Contrairement [Particles2D], le rectangle de visibilité est "
+"généré à l'émission et n'a donc pas besoin d'être définit par l'utilisateur."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Sets this node's properties to match a given [Particles2D] node with an "
"assigned [ParticlesMaterial]."
msgstr ""
+"Définit les propriétés de ce nœud pour correspondre à au nœud [Particles2D] "
+"spécifié, en incluant un nœud [ParticlesMaterial]."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Each particle's initial color. If [member texture] is defined, it will be "
"multiplied by this color."
msgstr ""
+"La couleur initiale de chaque particule. Si [member texture] est défini, les "
+"particules sont multipliées par cette couleur."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Each particle's color will vary along this [Gradient] (multiplied with "
"[member color])."
msgstr ""
+"Chaque couleur de particle varie selon ce [Gradient] (multiplié avec [member "
+"color])."
#: doc/classes/CPUParticles2D.xml
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_RECTANGLE]."
msgstr ""
+"Le rectangle d'émission si [member emission_shape] est [constant "
+"EMISSION_SHAPE_RECTANGLE]."
#: doc/classes/CPUParticles2D.xml
msgid ""
@@ -23407,6 +23915,10 @@ msgid ""
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the simulation of the particle system itself."
msgstr ""
+"Le nombre de trames du système de particules est fixé à une valeur. Par "
+"exemple, changer la valeur à 2 rendra les particules à 2 trames par seconde. "
+"Notez que cela ne ralentit pas le système de particules lui-même juste "
+"l'affichage final."
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid ""
@@ -23416,12 +23928,21 @@ msgid ""
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
+"La texture de normale à utiliser pour la propriété [member texture].\n"
+"[b]Note :[/b] Godot s'attend à ce que la texture de normale utilise les "
+"coordonnées +X, -Y, et +Z. Voir [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]cette page[/url] "
+"pour une comparaison des coordonnées des textures de normales attendues par "
+"les principaux moteurs de jeu."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Orbital velocity applied to each particle. Makes the particles circle around "
"origin. Specified in number of full rotations around origin per second."
msgstr ""
+"La vitesse orbitale appliquée à chaque particule. Fait tourner les "
+"particules autour de l'origine. Spécifié en nombre de rotations complètes "
+"autour de l'origine par seconde."
#: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml
msgid ""
@@ -23590,7 +24111,7 @@ msgid ""
"certificates and passed to [method StreamPeerSSL.accept_stream]."
msgstr ""
"Génère une [CryptoKey] RSA qui peut être utilisé pour créer des certificats "
-"autosignés et transmis à [method StreamPeerSSL.accept_stream]"
+"autosignés et transmis à [method StreamPeerSSL.accept_stream]."
#: doc/classes/Crypto.xml
msgid ""
@@ -23639,6 +24160,12 @@ msgid ""
"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
"HashingContext.HASH_SHA1] are supported."
msgstr ""
+"Génère un résumé [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] de "
+"[code]msg[/code] à partir de la clé [code]key[/code]. Le paramètre "
+"[code]hash_type[/code] est l'algorithme de hachage utilisé pour les hachages "
+"intérieurs et extérieurs.\n"
+"Actuellement, seuls les algorithmes [constant HashingContext.HASH_SHA256] et "
+"[constant HashingContext.HASH_SHA1] sont supportés."
#: doc/classes/Crypto.xml
msgid ""
@@ -23668,6 +24195,12 @@ msgid ""
"Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
+"La classe CryptoKey représente une clé cryptographique. Les clés peuvent "
+"être chargées et sauvegardées comme toute autre [Resource].\n"
+"Elles peuvent être utilisées pour générer un certicat [X509Certificate] "
+"autosigné avec [method Crypto.generate_self_signed_certificate] et comme clé "
+"privée dans [method StreamPeerSSL.accept_stream] avec le certificat "
+"approprié."
#: doc/classes/CryptoKey.xml
msgid ""
@@ -23684,12 +24217,19 @@ msgid ""
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
+"Charge la clé à [code]path[/code]. Si [code]public_only[/code] est "
+"[code]true[/code], seule la clé publique sera chargée.\n"
+"[b]Note :[/b] [code]path[/code] doit être un fichier \"*.pub\" si "
+"[code]public_only[/code] est [code]true[/code], et un fichier \"*.key\" "
+"sinon."
#: doc/classes/CryptoKey.xml
msgid ""
"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
"is [code]true[/code], only the public key will be loaded."
msgstr ""
+"Charge une clé depuis la [code]string[/code] donnée. Si [code]public_only[/"
+"code] est [code]true[/code], seule la clé publique sera chargée."
#: doc/classes/CryptoKey.xml
msgid ""
@@ -23698,12 +24238,21 @@ msgid ""
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
+"Enregistre une clé au chemin [code]path[/code] spécifié. Si "
+"[code]public_only[/code] est [code]true[/code], seule la clé publique sera "
+"enregistrée.\n"
+"[b]Note :[/b] [code]path[/code] doit être un fichier avec l'extension \"."
+"pub\" si [code]public_only[/code] est [code]true[/code], et avec l'extension "
+"\".key\" sinon."
#: doc/classes/CryptoKey.xml
msgid ""
"Returns a string containing the key in PEM format. If [code]public_only[/"
"code] is [code]true[/code], only the public key will be included."
msgstr ""
+"Retourne une chaîne de caractères contenant la clé en format PEM. Si "
+"[code]public_only[/code] est [code]true[/code], seule la clé publique sera "
+"incluse."
#: modules/csg/doc_classes/CSGBox.xml
msgid "A CSG Box shape."
@@ -24002,7 +24551,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "The [member polygon] shape is extruded along the negative Z axis."
-msgstr ""
+msgstr "La forme [member polygone] est extrudée le long de l'axe Z négatif."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -24016,6 +24565,8 @@ msgid ""
"The [member polygon] shape is extruded along the [Path] specified in [member "
"path_node]."
msgstr ""
+"La forme [member polygone] est extrudée le long du [Path] spécifié par "
+"[member path_node]."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -24110,6 +24661,9 @@ msgid ""
"node and the second is the root [Mesh] of this node. Only works when this "
"node is the root shape."
msgstr ""
+"Retourne un [Array] avec deux éléments, le premier est la [Transform] de ce "
+"nœud et le second est le [Mesh] racine de ce nœud. Ne fonctionne que lorsque "
+"ce nœud est la forme racine."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -24180,6 +24734,9 @@ msgid ""
"CSG child node as the operation is between this node and the previous child "
"of this nodes parent."
msgstr ""
+"L'opération effectuée sur cette forme. Ceci est ignoré pour le premier nœud "
+"enfant CSG puisque l'opération est entre ce nœud et l'enfant précédent de ce "
+"nœud parent."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -24194,6 +24751,9 @@ msgid ""
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden."
msgstr ""
+"Ajoute une forme de collision au moteur de physique pour cette forme CSG. "
+"Cela agira toujours comme un corps statique. Notez que la forme de collision "
+"est toujours active même si cette forme CSG est cachée."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -24291,6 +24851,9 @@ msgid ""
"effect making the torus seem rounded. If [code]false[/code] the torus will "
"have a flat shaded look."
msgstr ""
+"Si [code]true[/code] les normales du tore sont définies pour donner un effet "
+"lisse donnant l'impression que le tore est arrondis. Si [code]false[/code] "
+"le tore aura un aspect de rendu plat."
#: modules/mono/doc_classes/CSharpScript.xml
#, fuzzy
@@ -24307,6 +24870,9 @@ msgid ""
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
+"Cette classe représente un script C#. C'est l'équivalent C# de la classe "
+"[GDScript] et n'est disponible que dans les versions de Godot avec Mono.\n"
+"Voir aussi [GodotSharp]."
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
@@ -24785,12 +25351,24 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
+"Ajoute un point à une courbe à la [code]position[/code] par rapport à la "
+"position de la [Curve2D], avec des points de contrôle d'entrée [code]in[/"
+"code] et de sortie [code]out[/code].\n"
+"Si [code]at_position[/code] est spécifié, le point est inséré juste avant ce "
+"numéro de point [code]at_position[/code], en déplaçant ce point (et tous les "
+"autres points qui suivent) après le point inséré. Si [code]at_position[/"
+"code] n'est pas donné, ou est une valeur invalide ([code]at_position < 0[/"
+"code] ou [code]at_position >= [method get_point_count][/code,) le point sera "
+"ajouté en dernier."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
+"Retourne la longueur totale de la courbe, à partir de la distance entre les "
+"points mis en cache. Si la densité est suffisante (voir [member "
+"bake_interval]), cette longeur devrait être une approximation suffisante."
#: doc/classes/Curve2D.xml
msgid "Returns the cache of points as a [PoolVector2Array]."
@@ -24802,6 +25380,9 @@ msgid ""
"be used in [method interpolate_baked].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le décalage le plus proche de [code]to_point[/code]. Ce décalage "
+"est destiné à être utilisé dans [méthode interpolate_baked].\n"
+"[code]to_point[/code] doit être dans l'espace local de la courbe."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24809,6 +25390,9 @@ msgid ""
"code].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le point en cache le plus proche (dans l'espace local de la courbe) "
+"de [code]to_point[/code].\n"
+"[code]to_point[/code] doit être dans l'espace local de la courbe."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24817,6 +25401,10 @@ msgid ""
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle menant vers le sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24825,6 +25413,10 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle en partant du sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24832,6 +25424,8 @@ msgid ""
"bounds, the function sends an error to the console, and returns [code](0, 0)"
"[/code]."
msgstr ""
+"Retourne la position du sommet [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur, et retourne [code](0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24844,6 +25438,14 @@ msgid ""
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position entre le sommet [code]idx[/code] et le sommet [code]idx "
+"+ 1[/code], où [code]t[/code] contrôle si le point est le premier sommet "
+"([code]t = 0,0[/code]), le dernier sommet ([code]t = 1.0[/code]), ou entre "
+"les deux. Les valeurs de [code]t[/code] en dehors de l'intervalle ([code]0.0 "
+">= t <=1[/code]) donnent des résultats inattendus, mais prévisibles.\n"
+"Si [code]idx[/code] est hors limites il est tronqué au premier ou au dernier "
+"sommet, et [code]t[/code] est ignoré. Si la courbe n'a pas de points, la "
+"fonction affiche une erreur, et retourne [code](0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24856,6 +25458,14 @@ msgid ""
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
+"Retourne un point dans la courbe à la position [code]offset[/code], où "
+"[code]offset[/code] est mesuré en pixels le long de la courbe.\n"
+"Pour cela, il trouve les deux points dans le cache où le [code]offset[/code] "
+"se situe entre, puis interpole les valeurs. Cette interpolation est cubique "
+"si [code]cubic[/code] est [code]true[/code], ou linéaire si est [code]false[/"
+"code].\n"
+"L'interpolation cubique tend à mieux suivre les courbes, mais "
+"l'interpolation linéaire est plus rapide (et souvent bien assez précise)."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24863,12 +25473,17 @@ msgid ""
"interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
"code], and its fractional part as [code]t[/code]."
msgstr ""
+"Retourne la position au sommet [code]fofs[/code]. Ça appelle [method "
+"interpolate] en utilisant la partie entière de [code]fofs[/code] pour "
+"[code]idx[/code], et sa partie décimale pour [code]t[/code]."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
"console if [code]idx[/code] is out of bounds."
msgstr ""
+"Supprime le point [code]idx[/code] de la courbe. Affiche une erreur si "
+"[code]idx[/code] est hors limites."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24876,6 +25491,9 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
+"Régle la position du point de contrôle menant au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur. La position est "
+"relative au sommet."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24883,12 +25501,17 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
+"Régle la position du point de contrôle partant du sommet [code]idx[/code]. "
+"Si l'index est hors limites, la fonction affiche une erreur. La position est "
+"relative au sommet."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position for the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console."
msgstr ""
+"Définit la position pour le vertex [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24944,6 +25567,11 @@ msgid ""
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
+"Cette classe décrit une courbe de Bézier dans l'espace 3D. Elle est "
+"principalement utilisée pour donner une forme à un [Path], mais peut être "
+"échantillonné manuellement à d'autres fins.\n"
+"Elle conserve un cache de points précalculés le long de la courbe, pour "
+"accélérer de nouveaux calculs."
#: doc/classes/Curve3D.xml
msgid ""
@@ -24956,6 +25584,15 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
+"Ajoute un point à la courbe à [code]position[/code] par rapport à la "
+"position [Curve3D], avec des points de contrôle [code]in[/code] et "
+"[code]out[/code].\n"
+"Si [code]at_position[/code] est spécifiée, le point est inséré avant le "
+"numéro de point [code]at_position[/code], deplaçant ce point (et tous les "
+"suivants) après le point inséré. Si [code]at_position[/code] n'est pas "
+"spécifiée, ou est une valeur invalide ([code]at_position <0[/code] ou "
+"[code]at_position >= [method get_point_count][/code]), le point sera ajouté "
+"à la fin de la liste des points."
#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
@@ -24970,6 +25607,8 @@ msgid ""
"Returns the cache of up vectors as a [PoolVector3Array].\n"
"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
msgstr ""
+"Retourne le cache des vecteurs du haut dans un [PoolVector3Array].\n"
+"Si [member up_vector_enabled] est [code]false[/code], le cache sera vide."
#: doc/classes/Curve3D.xml
msgid ""
@@ -24978,6 +25617,10 @@ msgid ""
"interpolate_baked_up_vector].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le décalage le plus proche de [code]to_point[/code]. Ce décalage "
+"est destiné à être utilisé dans [method interpolate_baked] ou [method "
+"interpolate_baked_up_vector].\n"
+"[code]to_point[/code] doit être dans l'espace local de cette courbe."
#: doc/classes/Curve3D.xml
msgid ""
@@ -24986,6 +25629,10 @@ msgid ""
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle menant au sommet [code]idx[/code]. "
+"La position retournée est relative au sommet [code]idx[/code]. Si l'index "
+"est hors limites, la fonction affiche une erreur, et retourne [code](0, 0, 0)"
+"[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -24994,6 +25641,10 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle partant du sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25001,6 +25652,8 @@ msgid ""
"bounds, the function sends an error to the console, and returns [code](0, 0, "
"0)[/code]."
msgstr ""
+"Retourne la position du sommet [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur, et retourne [code](0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25023,6 +25676,15 @@ msgid ""
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position entre le sommet [code]idx[/code] et le sommet [code]idx "
+"+ 1[/code], où [code]t[/code] contrôle si le point est le premier sommet "
+"([code]t = 0,0[/code]), le dernier sommet ([code]t = 1.0[/code]), ou entre "
+"ces deux valeurs. Les valeurs de [code]t[/code] en dehors de l'intervalle "
+"([code]0.0 >= t <=1[/code]) donnent des résultats inattendus, mais "
+"prévisibles.\n"
+"Si [code]idx[/code] est hors limites il est tronqué au premier ou au dernier "
+"sommet, et [code]t[/code] est ignoré. Si la courbe n'a pas de points, la "
+"fonction affiche une erreur, et retourne [code](0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25035,6 +25697,14 @@ msgid ""
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
+"Retourne un point dans la courbe à la position [code]offset[/code], où "
+"[code]offset[/code] est mesuré en unités 3D le long de la courbe.\n"
+"Pour cela, il trouve les deux points dans le cache où le [code]offset[/code] "
+"se situe entre, puis interpole les valeurs. Cette interpolation est cubique "
+"si [code]cubic[/code] est [code]true[/code], ou linéaire si est [code]false[/"
+"code].\n"
+"L'interpolation cubique tend à mieux suivre les courbes, mais "
+"l'interpolation linéaire est plus rapide (et souvent bien assez précise)."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25047,6 +25717,14 @@ msgid ""
"If the curve has no up vectors, the function sends an error to the console, "
"and returns [code](0, 1, 0)[/code]."
msgstr ""
+"Retourne un vecteur haut dans la courbe à la position [code]offset[/code], "
+"où [code]offset[/code] est mesuré en unités 3D le long de la courbe.\n"
+"Pour cela, il trouve les deux vecteurs dans le cache où le [code]offset[/"
+"code] se situe entre, puis interpole les valeurs. Si [code]apply_tilt[/code] "
+"est [code]true[/code], une inclinaison interpolée est aussi appliquée au "
+"vecteur interpolé.\n"
+"Si la courbe n'a pas de vecteurs, la fonction affiche une erreur, et "
+"retourne [code](0, 1, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25056,6 +25734,11 @@ msgid ""
"the path would have. In the case of a curve controlling a [PathFollow], this "
"tilt is an offset over the natural tilt the [PathFollow] calculates."
msgstr ""
+"Définit l'angle d'inclinaison en radians pour le point [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur.\n"
+"L'inclinaison contrôle la rotation qu'un objet parcourant la courbe aurait. "
+"Dans le cas d'une courbe contrôlant un [PathFollow], cette inclinaison est "
+"un décalage sur l'inclinaison naturelle que calcule le [PathFollow]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25065,6 +25748,11 @@ msgid ""
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
+"La distance en unités entre deux points de cache adjacents. Le changement "
+"force le cache à être recalculé la prochaine fois que la fonction [method "
+"get_baked_points] ou [method get_baked_length] sera appelée. Plus la "
+"distance est petite, plus il y aura de points dans le cache, et plus ça "
+"utilisera de mémoire, à utiliser donc avec soin."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25072,6 +25760,10 @@ msgid ""
"This is used when [member PathFollow.rotation_mode] is set to [constant "
"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
msgstr ""
+"Si [code]true[/code], la courbe pré-calcule des vecteurs utilisés pour "
+"l'orientation. Ceci est utilisé lorsque [member PathFollow.rotation_mode] "
+"est défini à [constant PathFollow.ROTATION_ORIENTED]. Le changer force le "
+"cache à être recalculé."
#: doc/classes/CurveTexture.xml
msgid "A texture that shows a curve."
@@ -25082,6 +25774,8 @@ msgid ""
"Renders a given [Curve] provided to it. Simplifies the task of drawing "
"curves and/or saving them as image files."
msgstr ""
+"Fait le rendu d'une [Curve] donnée. Simplifie la tâche de dessiner les "
+"courbes et/ou de les enregistrer dans des fichiers d'image."
#: doc/classes/CurveTexture.xml
#, fuzzy
@@ -25094,6 +25788,10 @@ msgid ""
"represent high-frequency data better (such as sudden direction changes), at "
"the cost of increased generation time and memory usage."
msgstr ""
+"La largeur de la texture (en pixels). Des valeurs plus élevées permettent de "
+"mieux représenter les données à haute fréquence (comme les changements "
+"soudains de direction) au coût de l'utilisation accrue du temps de "
+"génération et de la mémoire."
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
@@ -25105,12 +25803,17 @@ msgid ""
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
+"La classe représentant un [PrimitiveMesh] cylindrique. Cette classe peut "
+"être utilisée pour créer des cônes en définissant la propriété [member "
+"top_radius] ou [member bottom_radius] à [code]0.0[/code]."
#: doc/classes/CylinderMesh.xml
msgid ""
"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
"will not be generated, resulting in a conic shape."
msgstr ""
+"Le rayon inférieur du cylindre. Si [code]0.0[/code], les faces inférieures "
+"ne seront pas générées, ce qui donne une forme conique."
#: doc/classes/CylinderMesh.xml
msgid "Full height of the cylinder."
@@ -25121,6 +25824,9 @@ msgid ""
"Number of radial segments on the cylinder. Higher values result in a more "
"detailed cylinder/cone at the cost of performance."
msgstr ""
+"Le nombre de segments radiaux sur le cylindre. Des valeurs plus élevées "
+"génèrent des cylindres/cônes plus détaillés mais peuvent réduire les "
+"performances."
#: doc/classes/CylinderMesh.xml
msgid ""
@@ -25138,6 +25844,8 @@ msgid ""
"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
"not be generated, resulting in a conic shape."
msgstr ""
+"Le rayon supérieur du cylindre. Si [code]0.0[/code], les faces supérieures "
+"ne seront pas générées, ce qui donne une forme conique."
#: doc/classes/CylinderShape.xml
msgid "Cylinder shape for collisions."
@@ -25438,6 +26146,12 @@ msgid ""
"[b]Note:[/b] Don't erase elements while iterating over the dictionary. You "
"can iterate over the [method keys] array instead."
msgstr ""
+"Efface une paire de clé/valeur du dictionnaire spécifiée par sa clé. "
+"Retourne [code]true[/code] si la clé donnée était présente dans le "
+"dictionnaire, [code]false[/code] sinon.\n"
+"[b]Note :[/b] Ne supprimez pas les éléments pendant l'énumération du "
+"dictionnaire. Vous pouvez à la place énumérer le dictionnaire avec [method "
+"keys] qui retourne un tableau immuable."
#: doc/classes/Dictionary.xml
msgid ""
@@ -25445,6 +26159,9 @@ msgid ""
"key does not exist, the method returns the value of the optional default "
"argument, or [code]null[/code] if it is omitted."
msgstr ""
+"Retourne la valeur actuelle de la clé spécifiée dans le [Dictionnaire]. Si "
+"la clé n'existe pas, la méthode retourne la valeur de l'argument optionnel "
+"\"default\", ou [code]null[/code] si elle n'est pas spécifiée."
#: doc/classes/Dictionary.xml
msgid ""
@@ -25525,6 +26242,9 @@ msgid ""
"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
"[code]true[/code]."
msgstr ""
+"Ajoute tous les éléments de [code]dictionary[/code] à ce [Dictionnaire]. Par "
+"défaut, les clés en double ne seront pas remplaçées, sauf si "
+"[code]overwrite[/code] est [code]true[/code]."
#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
@@ -25547,6 +26267,12 @@ msgid ""
"or moonlight. The worldspace location of the DirectionalLight transform "
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
+"Une lumière directionnelle est un type de nœud [Light] qui fait un rendu "
+"d'un nombre infini de rayons parallèles couvrant toute la scène. Il est "
+"utilisé pour les lumières à forte intensité qui sont situées loin de la "
+"scène pour modéliser la lumière du soleil ou du clair de lune. L'emplacement "
+"global de la DirectionalLight (son origine) est ignoré. Seule sa rotation "
+"est utilisée pour déterminer la direction de la lumière."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25563,6 +26289,10 @@ msgid ""
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
+"Si [code]true[/code], le détail des ombres est sacrifié pour obtenir des "
+"transitions plus lisses entre les fractions. Activer cette option a "
+"également un coût modéré sur les performances. Ceci est ignoré lorsque "
+"[member directional_shadow_mode] est [constant SHADOW_ORTHOGONAL]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25579,6 +26309,10 @@ msgid ""
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
+"La distance maximale pour les fractions des ombres. Augmenter cette valeur "
+"rendra visibles les ombres directionnelles de plus loin, mais affichera "
+"moins de détails des ombres et de moins bonnes performances (puisque plus "
+"d'objets doivent être inclus dans le rendu d'ombre directionnel)."
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
@@ -25590,6 +26324,8 @@ msgid ""
"Can be used to fix special cases of self shadowing when objects are "
"perpendicular to the light."
msgstr ""
+"Peut être utilisé pour corriger des cas spéciaux pour les ombres des objets "
+"qui sont perpendiculaires à la source de lumière."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25598,6 +26334,10 @@ msgid ""
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la caméra à la division 1 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_2_SPLITS] ou "
+"[constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25606,6 +26346,10 @@ msgid ""
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la division 1 à la divion 2 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_2_SPLITS] ou "
+"[constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25613,6 +26357,9 @@ msgid ""
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la division 2 à la divion 3 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25642,6 +26389,8 @@ msgid ""
"Keeps the shadow stable when the camera moves, at the cost of lower "
"effective shadow resolution."
msgstr ""
+"Garde l'ombre stable lorsque la caméra se déplace, mais la résolution de "
+"l'ombre se trouve réduite."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25649,6 +26398,10 @@ msgid ""
"shadow edges. This mode typically works best in games where the camera will "
"often move at high speeds, such as most racing games."
msgstr ""
+"Essaye d'atteindre une résolution maximale pour l'ombre. Peut faire "
+"apparaitre un effet de scie sur les bords de l'ombre. Ce mode fonctionne "
+"généralement mieux dans les jeux où la caméra se déplace souvent à des "
+"vitesses élevées, comme la plupart des jeux de course."
#: doc/classes/Directory.xml
msgid "Type used to handle the filesystem."
@@ -26177,6 +26930,10 @@ msgid ""
"If a given character is included in more than one font, it appears only once "
"in the returned string."
msgstr ""
+"Retourne une chaîne contenant tous les caractères disponibles dans la police "
+"principale et celles de repli.\n"
+"Si un caractère donné est inclus dans plus d'une police, il apparaît "
+"seulement une fois dans la chaîne retournée."
#: doc/classes/DynamicFont.xml
msgid "Returns the fallback font at index [code]idx[/code]."
@@ -26206,6 +26963,8 @@ msgid ""
"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
"[code]value[/code] in pixels (not relative to the font size)."
msgstr ""
+"Définit l'espacement pour [code]type[/code] (voir [enum SpacingType]) à "
+"[code]value[/code] en pixels (et en fonction de la taille de la police)."
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the bottom in pixels."
@@ -26217,6 +26976,8 @@ msgid ""
"This can be a negative number to make the distance between characters "
"smaller."
msgstr ""
+"L'espacement additionnel entre chaque caratère, en pixels.\n"
+"Ceci peut être un nombre négatif pour rapprocher les caractères."
#: doc/classes/DynamicFont.xml
msgid ""
@@ -26224,6 +26985,9 @@ msgid ""
"extra_spacing_char]) in pixels.\n"
"This can be a negative number to make the distance between words smaller."
msgstr ""
+"L'espacement additionnel entre les caractères d'espace (en plus de [member "
+"extra_spacing_char]), en pixels.\n"
+"Cela peut être un nombre négatif pour rapprocher les mots."
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the top in pixels."
@@ -26241,10 +27005,17 @@ msgid ""
"black here, it won't be possible to change its color using a Label's font "
"outline modulate theme item."
msgstr ""
+"La couleur du contour de la police.\n"
+"[b]Note :[/b] Il est recommandé de laisser ceci à la valeur par défaut afin "
+"que vous puissiez l'ajuster dans les contrôles individuels. Par exemple, si "
+"le contour est déclaré ici en noir, il ne sera pas possible de modifier sa "
+"couleur même en utilisant un thème pour le Label."
#: doc/classes/DynamicFont.xml
msgid "The font outline's thickness in pixels (not relative to the font size)."
msgstr ""
+"L'épaisseur du contour de la police, en pixels (et non en fonction à la "
+"taille de la police)."
#: doc/classes/DynamicFont.xml
msgid "The font size in pixels."
@@ -26265,6 +27036,9 @@ msgid ""
"appearance when downscaling it if font oversampling is disabled or "
"ineffective."
msgstr ""
+"Si [code]true[/code], les mipmaps sont utilisées. Cela améliore l'apparence "
+"de la police lorsqu'elle est désactivée si le sur-échantillonnage de la "
+"police est désactivé ou non utilisé."
#: doc/classes/DynamicFont.xml
msgid "Spacing at the top."
@@ -26292,6 +27066,8 @@ msgid ""
"Used with [DynamicFont] to describe the location of a vector font file for "
"dynamic rendering at runtime."
msgstr ""
+"Utilisé avec [DynamicFont] pour décrire l'emplacement d'un fichier de police "
+"vectoriel pour un rendu dynamique au lancement du projet."
#: doc/classes/DynamicFontData.xml
msgid ""
@@ -26433,6 +27209,12 @@ msgid ""
"This method should not be used for System libraries as they are already "
"present on the device."
msgstr ""
+"Ajoute une bibliothèque dynamique (*.dylib, *.framework) au \"Linking "
+"Phase\" dans le projet Xcode d'iOS et l'intègre en binaire final.\n"
+"[b]Note :[/b] Pour les bibliothèques statiques (*.a), ça fonctionne de la "
+"même manière que [méthode add_ios_framework].\n"
+"Cette méthode ne devrait pas être utilisée pour les bibliothèques système "
+"car elles sont déjà présentes sur l'appareil."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -26451,6 +27233,8 @@ msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
msgstr ""
+"Ajoute la bibliothèque statique à l'emplacement [code]path[/code] spécifié "
+"au projet iOS."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -26458,6 +27242,9 @@ msgid ""
"directory of macOS app bundle.\n"
"[b]Note:[/b] This is useful only for macOS exports."
msgstr ""
+"Ajoute le fichier ou le dossier correspondant à l'emplacement [code]path[/"
+"code] au dossier [code]PlugIns[/code] de l'applications macOS.\n"
+"[b]Note :[/b] Cela n'est utile que pour les exports pour macOS."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -26613,6 +27400,11 @@ msgid ""
"When a property is disabled, it won't appear in the inspector when selecting "
"a node that extends the class specified by [code]class_name[/code]."
msgstr ""
+"Si [code]disable[/code] est [code]true[/code], désactive l'édition de la "
+"[code]property[/code] dans la classe nommée [code]class_name[/code]. "
+"Lorsqu'une propriété est désactivée, elle n'apparaît plus dans l'inspecteur "
+"lors du choix d'un nœud qui étend la classe spécifiée par [code]class_name[/"
+"code]."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -26726,12 +27518,17 @@ msgid ""
"Notify the [EditorFileDialog] that its view of the data is no longer "
"accurate. Updates the view contents on next view update."
msgstr ""
+"Notifie le [EditorFileDialog] que sa vue que son contenu n'est plus à jour. "
+"Mettre à jour le contenu de la vue sur la prochaine mise à jour de la vue."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The location from which the user may select a file, including [code]res://[/"
"code], [code]user://[/code], and the local file system."
msgstr ""
+"L'emplacement à partir duquel l'utilisateur peut sélectionner un fichier, y "
+"compris [code]res://[/code], [code]user://[code], et le système de fichiers "
+"local."
#: doc/classes/EditorFileDialog.xml
msgid "The currently occupied directory."
@@ -26758,11 +27555,13 @@ msgid ""
"The view format in which the [EditorFileDialog] displays resources to the "
"user."
msgstr ""
+"Le format de vue dans lequel le [EditorFileDialog] affiche les ressources à "
+"l'utilisateur."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The purpose of the [EditorFileDialog], which defines the allowed behaviors."
-msgstr ""
+msgstr "Le but du [EditorFileDialog], qui définit les comportements autorisés."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -26789,6 +27588,8 @@ msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"open the file."
msgstr ""
+"Le [EditorFileDialog] ne peut sélectionner qu'un seul fichier. Accepter "
+"cette fenêtre ouvrira le fichier sélectionné."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -26803,6 +27604,8 @@ msgid ""
"The [EditorFileDialog] can select only one directory. Accepting the window "
"will open the directory."
msgstr ""
+"Le [EditorFileDialog] ne peut sélectionner qu'un seul dossier. Accepter la "
+"fenêtre ouvrira le dossier sélectionné."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -26860,6 +27663,11 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_filesystem]."
msgstr ""
+"Cet objet contient des informations sur toutes les ressources du système de "
+"fichiers, leurs types, etc.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique avec [method EditorInterface."
+"get_resource_filesystem]"
#: doc/classes/EditorFileSystem.xml
msgid ""
@@ -26867,6 +27675,10 @@ msgid ""
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
+"Retourne le type de ressource du fichier, spécifié par le chemin complet. "
+"Ceci retourne une chaîne comme [code]\"Resource\"[/code] or "
+"[code]\"GDScript\"[/code], mais [i]pas[/i] l'extension du fichier comme "
+"[code]\".gd\"[/code]."
#: doc/classes/EditorFileSystem.xml
msgid "Gets the root directory object."
@@ -26881,6 +27693,8 @@ msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
+"Retourne la progression de l'analyse de 0 à 1 si le système de fichiers est "
+"en train d'être scanné."
#: doc/classes/EditorFileSystem.xml
#, fuzzy
@@ -26900,10 +27714,14 @@ msgid ""
"Update a file information. Call this if an external program (not Godot) "
"modified the file."
msgstr ""
+"Met à jour les informations du fichier. Appelez cette méthode si un "
+"programme externe (hors Godot) a modifié le fichier."
#: doc/classes/EditorFileSystem.xml
msgid "Scans the script files and updates the list of custom class names."
msgstr ""
+"Scanne les fichiers de script et met à jour la liste des noms de classe "
+"personnalisés."
#: doc/classes/EditorFileSystem.xml
msgid "Emitted if the filesystem changed."
@@ -26974,6 +27792,9 @@ msgid ""
"[code]idx[/code]. If the file doesn't define a script class using the "
"[code]class_name[/code] syntax, this will return an empty string."
msgstr ""
+"Retourne la classe de base de la classe de script définie dans le fichier à "
+"index [code]idx[/code]. Si le fichier ne définit pas une classe de script en "
+"utilisant la syntaxe [code]class_name[/code], une chaîne vide est retournée."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -26981,6 +27802,9 @@ msgid ""
"code]. If the file doesn't define a script class using the [code]class_name[/"
"code] syntax, this will return an empty string."
msgstr ""
+"Retourne le nom de la classe script définie dans le fichier à index "
+"[code]idx[/code]. Si le fichier ne définit pas une classe de script en "
+"utilisant la syntaxe [code]class_name[/code], une chaîne vide est retournée."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -26988,6 +27812,9 @@ msgid ""
"returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
"code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
+"Retourne le type de ressource du fichier à l'index [code]idx[/code]. Ceci "
+"retourne une chaîne comme [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
+"code], mais [i]pas[/i] l'extension du fichier comme [code]\".gd\"[/code]."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the name of this directory."
@@ -27018,6 +27845,9 @@ msgid ""
"Registers a custom resource importer in the editor. Use the class to parse "
"any file and import it as a new resource type."
msgstr ""
+"Enregistre un importateur de ressources personnalisée dans l'éditeur. "
+"Utilisez cette classe pour interpréter n'importe quel fichier pour "
+"l'importer comme nouveau type de ressource."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -27139,6 +27969,11 @@ msgid ""
"[code]default_value[/code], [code]property_hint[/code] (optional), "
"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
msgstr ""
+"Retourne les options et les valeurs par défaut pour le préréglage à cet "
+"index. Retourne un Array de Dictionnary avec les clés suivantes : "
+"[code]name[/code], [code]default_value[/code], [code]property_hint[/code] "
+"(optionnel), [code]hint_string[/code] (optionnel) et [code]usage[/code] "
+"(optionnel)."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -27360,10 +28195,13 @@ msgid ""
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
+"Émis lorsqu'une propriété est utilisée comme clé dans l'inspecteur. Les "
+"propriétés peuvent être utilisées comme clé en cliquant sur l'icône \"clé\" "
+"à côté d'une propriété lorsque le panneau \"Animation\" est ouvert."
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is selected in the inspector."
-msgstr ""
+msgstr "Émis lorsqu'une propriété est sélectionnée dans l'inspecteur."
#: doc/classes/EditorInspector.xml
msgid ""
@@ -27372,6 +28210,11 @@ msgid ""
"code] property enabled. Since this property is always enabled in the editor "
"inspector, this signal is never emitted by the editor itself."
msgstr ""
+"Émis lorsqu'une propriété booléenne est basculée dans l'inspecteur.\n"
+"[b]Note :[/b] Ce signal n'est jamais émis si la propriété interne "
+"[code]autoclear[/code] est activée. Comme cette propriété est toujours "
+"activée dans l'inspecteur de l'éditeur, ce signal n'est jamais émis par "
+"l'éditeur lui-même."
#: doc/classes/EditorInspector.xml
msgid "Emitted when a resource is selected in the inspector."
@@ -27426,18 +28269,24 @@ msgstr "Les greffons de l'inspecteur"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Adds a custom control, which is not necessarily a property editor."
msgstr ""
+"Ajoute un contrôle personnalisé, qui n'est pas nécessairement un éditeur de "
+"propriété."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds a property editor for an individual property. The [code]editor[/code] "
"control must extend [EditorProperty]."
msgstr ""
+"Ajoute un éditeur de propriétés pour une seule propriété. Le contrôle "
+"[code]editor[/code] doit être une sous-classe de [EditorProperty]."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds an editor that allows modifying multiple properties. The [code]editor[/"
"code] control must extend [EditorProperty]."
msgstr ""
+"Ajoute un éditeur qui permet de modifier plusieurs propriétés. Le contrôle "
+"[code]editor[/code] doit être une sous-classe de [EditorProperty]."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
@@ -27462,6 +28311,10 @@ msgid ""
"built-in editor for this property, otherwise allows to insert a custom "
"editor before the built-in one."
msgstr ""
+"Appelé pour autoriser l'ajout d'éditeurs spécifiques à la propriété dans "
+"l'inspecteur. Habituellement, ils héritent de [EditorProperty]. Retourner "
+"[code]true[/code] supprimera l'éditeur intégré pour cette propriété, c'est-à-"
+"dire que ça permet d'insérer un éditeur personnalisé avant l'éditeur intégré."
#: doc/classes/EditorInterface.xml
msgid "Godot editor's interface."
@@ -27499,6 +28352,9 @@ msgid ""
"Edits the given [Resource]. If the resource is a [Script] you can also edit "
"it with [method edit_script] to specify the line and column position."
msgstr ""
+"Modifie la [Resource] donnée. Si la ressource est un [Script], vous pouvez "
+"également la modifier avec [method edit_script] en spécifiant la position de "
+"la ligne et de la colonne."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -27506,6 +28362,10 @@ msgid ""
"can also be specified. The script will be open with the user-configured "
"editor for the script's language which may be an external editor."
msgstr ""
+"Modifie le [Script]. La ligne et la colonne à laquelle ce script s'ouvre "
+"peut également être spécifiées. Le script sera ouvert avec l'éditeur "
+"configuré par l'utilisateur pour ce type de langage, où un éditeur externe "
+"peut être spécifié."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -27515,10 +28375,15 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render the editor "
"useless and may cause a crash."
msgstr ""
+"Retourne le conteneur principal de la fenêtre de l'éditeur de Godot. Par "
+"exemple, vous pouvez l'utiliser pour récupérer la taille du conteneur et "
+"placer vos contrôles en conséquence.\n"
+"[b]Avertissement :[/b] Enlever et libérer ce nœud rend l'éditeur inutile et "
+"peut causer un plantage."
#: doc/classes/EditorInterface.xml
msgid "Returns the current path being viewed in the [FileSystemDock]."
-msgstr ""
+msgstr "Retourne l'actuel chemin en train d'être vu dans le [FileSystemDock]."
#: doc/classes/EditorInterface.xml
msgid "Returns the edited (current) scene's root [Node]."
@@ -27533,6 +28398,13 @@ msgid ""
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
+"Retourne l'échelle actuelle de l'interface de l'éditeur ([code]1.0[/code] "
+"étant une échelle à 100%). Cela peut être utilisé pour régler la position et "
+"les dimensions des interfaces utilisateurs ajoutées par les greffons.\n"
+"[b]Note :[/b] Cette valeur est définie par [code]interface/editor/"
+"display_scale[/code] et [code]interface/editor/custom_display_scale[/code]. "
+"L'éditeur doit être redémarré pour que les changements soient complètement "
+"appliqués."
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSettings] instance."
@@ -27609,6 +28481,9 @@ msgid ""
"[FileSystemDock]. If a file is selected, its base directory will be returned "
"using [method String.get_base_dir] instead."
msgstr ""
+"Retourne le chemin du dossier actuellement sélectionné dans le "
+"[FileSystemDock]. Si un fichier est sélectionné, son dossier de base sera "
+"retourné en utilisant [method String.get_base_dir]."
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSelection] instance."
@@ -27620,6 +28495,10 @@ msgid ""
"Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins "
"will not attempt to edit [code]object[/code]."
msgstr ""
+"Affiche la propriété donnée sur le [code]object[/code] donné dans la barre "
+"d'outils de l'inspecteur de l'éditeur. Si [code]inspector_only[/code] est "
+"[code]true[/code], les greffons ne tenteront pas de modifier cet "
+"[code]object[/code]."
#: doc/classes/EditorInterface.xml
#, fuzzy
@@ -27693,6 +28572,10 @@ msgid ""
"([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
"code])."
msgstr ""
+"Spécifie l'écran principal courant de l'éditeur activé avec celui nommé "
+"[code]name[/code]. [code]name[/code] doit correspondre exactement au texte "
+"de l'onglet en question (soit [code]2D[/code], [code]3D[/code], "
+"[code]Script[/code], ou [code]AssetLib[/code])."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -27711,6 +28594,8 @@ msgid ""
"If [code]true[/code], enables distraction-free mode which hides side docks "
"to increase the space available for the main view."
msgstr ""
+"Si [code]true[/code], active le mode sans distraction qui cache les barres "
+"d'outils latérales pour augmenter l'espace disponible pour la vue principale."
#: doc/classes/EditorPlugin.xml
msgid "Used by the editor to extend its functionality."
@@ -27723,6 +28608,10 @@ msgid ""
"plugins and export plugins. See also [EditorScript] to add functions to the "
"editor."
msgstr ""
+"Les greffons sont utilisés par l'éditeur pour étendre les fonctionnalités. "
+"Les types les plus courants de greffons sont ceux qui modifient un nœud "
+"donné ou un type de ressource, les greffons d'importation et d'exportation. "
+"Voir aussi [EditorScript] pour ajouter des fonctions à l'éditeur."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27879,6 +28768,9 @@ msgid ""
"Registers a new [EditorSceneImporter]. Scene importers are used to import "
"custom 3D asset formats as scenes."
msgstr ""
+"Enregistre un nouveau [EditorSceneImporter]. Les importateurs de scène sont "
+"utilisés pour importer des formats d'éléments 3D personnalisés comme des "
+"scènes."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27886,6 +28778,11 @@ msgid ""
"custom gizmos to the 3D preview viewport for a [Spatial].\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
+"Enregistre un nouveau [EditorSpatialGizmoPlugin]. Les greffons du "
+"manipulateur sont utilisés pour ajouter des manipulateurs personnalisés dans "
+"la fenêtre d'affichage 3D pour transformer un [Spatial].\n"
+"Voir [method add_inspector_greffon] pour un exemple sur comment enregistrer "
+"un greffon."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27909,6 +28806,13 @@ msgid ""
"This is used, for example, in shader editors to let the plugin know that it "
"must apply the shader code being written by the user to the object."
msgstr ""
+"Cette méthode est appelée lorsque l'éditeur est sur le point d'enregistrer "
+"le projet, passer à un autre onglet, etc. Il demande au greffon d'appliquer "
+"tout changement d'état qui serait en attente pour garder une certaine "
+"cohérence.\n"
+"Ceci est utilisé, par exemple, dans les éditeurs d'ombres pour signaler au "
+"greffon qu'il doit appliquer le shader d'ombre écrit par l'utilisateur à "
+"l'objet."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27918,6 +28822,13 @@ msgid ""
"code], the project will not run. The run is aborted immediately, so this "
"also prevents all other plugins' [method build] methods from running."
msgstr ""
+"Cette méthode est appelée lorsque l'éditeur est sur le point de lancer le "
+"projet. Le greffon peut ensuite effectuer les opérations requises avant le "
+"lancement du projet.\n"
+"Cette méthode doit retourner un booléen. Si cette méthode retourne "
+"[code]false[/code], le projet ne sera pas lancé. Le lancement sera "
+"immédiatement annulé, ce qui empêche également toutes les autres méthodes de "
+"fonctionnement des greffons."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27925,24 +28836,34 @@ msgid ""
"your plugin does not keep editing a currently existing node, or a node from "
"the wrong scene."
msgstr ""
+"Efface tout l'état et réinitialise à zéro l'objet modifié. Cela garantit que "
+"votre greffon ne maintient pas l'édition d'un nœud existant ou d'une autre "
+"scène."
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
+"Appelé par le moteur lorsque l'utilisateur désactive le [EditorPlugin] dans "
+"l'onglet Greffon de la fenêtre des paramètres du projet."
#: doc/classes/EditorPlugin.xml
msgid ""
"This function is used for plugins that edit specific object types (nodes or "
"resources). It requests the editor to edit the given object."
msgstr ""
+"Cette fonction est utilisée pour les greffons qui modifient des types "
+"d'objets spécifiques (nœuds ou ressources). Il demande à l'éditeur de "
+"modifier l'objet spécifié."
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
+"Appelé par le moteur lorsque l'utilisateur active le [EditorPlugin] dans "
+"l'onglet Greffon de la fenêtre des paramètres du projet."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27989,6 +28910,11 @@ msgid ""
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
+"Cette méthode est la même que [method forward_canvas_draw_over_viewport], "
+"sauf qu'elle est dessinée au-dessus de tout le reste. Utile quand vous avez "
+"besoin d'une calque supplémentaire qui s'affiche par dessus les autres.\n"
+"Vous devez activer l'appel de cette méthode en utilisant [method "
+"set_force_draw_over_forwarding_enabled]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28079,6 +29005,11 @@ msgid ""
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
+"Cette méthode est la même que [method forward_spatial_draw_over_viewport], "
+"sauf qu'elle est dessinée au-dessus de tout le reste. Utile quand vous avez "
+"besoin d'une calque supplémentaire qui s'affiche par dessus les autres.\n"
+"Vous devez activer l'appel de cette méthode en utilisant [method "
+"set_force_draw_over_forwarding_enabled]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28132,6 +29063,9 @@ msgid ""
"breakpoints in the format ([code]script:line[/code]), for example: "
"[code]res://path_to_script.gd:25[/code]."
msgstr ""
+"C'est pour les éditeurs qui modifient des objets basés sur des scripts. Vous "
+"pouvez retourner une liste de points d'arrêt avec le format ([code]script:"
+"line[/code]), par exemple : [code]res://path_to_script.gd:25[/code]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28318,6 +29252,11 @@ msgid ""
"Remember that you have to manage the visibility of all your editor controls "
"manually."
msgstr ""
+"Cette fonction sera appelée lorsqu'il est demandé à l'éditeur de devenir "
+"visible. Il est utilisé pour les greffons qui modifient un type d'objet "
+"spécifique.\n"
+"Rappelez-vous que vous devez gérer manuellement la visibilité de tous les "
+"contrôles de votre éditeur."
#: doc/classes/EditorPlugin.xml
msgid "Queue save the project's editor layout."
@@ -28390,6 +29329,9 @@ msgid ""
"This method is called after the editor saves the project or when it's "
"closed. It asks the plugin to save edited external scenes/resources."
msgstr ""
+"Cette méthode est appelée après que l'éditeur enregistre le projet ou "
+"lorsqu'il est fermé. Il demande au greffon d'enregistrer les scènes et "
+"ressources externes modifiées."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28398,6 +29340,11 @@ msgid ""
"editor when their viewports are updated. You need to call this method only "
"once and it will work permanently for this plugin."
msgstr ""
+"Permet d'appeler [method forward_canvas_force_draw_over_viewport] pour "
+"l'éditeur 2D et [method forward_spatial_force_draw_over_viewport] pour "
+"l'éditeur 3D lorsque leurs fenêtres d'affichage sont mises à jour. Vous "
+"devez appeler cette méthode qu'une seule fois, et ça fonctionnera en "
+"permanence pour ce greffon."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28405,6 +29352,9 @@ msgid ""
"inside [method forward_spatial_gui_input]. It might be especially usable if "
"your plugin will want to use raycast in the scene."
msgstr ""
+"Utilisez cette méthode si vous voulez toujours recevoir les entrées dans "
+"l'écran d'aperçu 3D dans [method forward_spatial_gui_input]. Ça peut être "
+"utile si votre greffon veut utiliser un Raycast dans la scène."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28461,6 +29411,11 @@ msgid ""
"forward_spatial_draw_over_viewport] and [method "
"forward_spatial_force_draw_over_viewport] to be called."
msgstr ""
+"Met à jour des sur-couches de l'éditeur 2D et 3D. Fait que les méthodes "
+"[method forward_canvas_draw_over_viewport], [method "
+"forward_canvas_force_draw_over_viewport], [method "
+"forward_spatial_draw_over_viewport] et [method "
+"forward_spatial_force_draw_over_port] seront appelées."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28477,6 +29432,9 @@ msgid ""
"the root node of the scene that has just become active. If this scene is new "
"and empty, the argument will be [code]null[/code]."
msgstr ""
+"Émis lorsque la scène est changée dans l'éditeur. L'argument retournera le "
+"nœud racine de la scène qui vient de devenir active. Si cette scène est "
+"nouvelle et vide, l'argument sera [code]null[/code]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28508,6 +29466,8 @@ msgid ""
"If any of the controls added can gain keyboard focus, add it here. This "
"ensures that focus will be restored if the inspector is refreshed."
msgstr ""
+"Si l'un des contrôles ajoutés peut récupérer le focus du clavier, ajoutez-le "
+"ici. Cela permettra de rétablir le focus si l'inspecteur est mis à jour."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28517,6 +29477,11 @@ msgid ""
"requesting this property to be refreshed (leave as [code]false[/code] if "
"unsure)."
msgstr ""
+"Si une ou plusieurs propriétés ont changé, cela doit être appelé. "
+"[code]field[/code] est utilisé au cas où votre éditeur peut modifier les "
+"champs séparément (par exemple : Vector3.x) L'argument [code]changing[/code] "
+"évite à l'éditeur de demander que cette propriété soit rafraîchie (laissez-"
+"le à [code]false[/code] en cas de doute)."
#: doc/classes/EditorProperty.xml
msgid "Gets the edited object."
@@ -28528,16 +29493,23 @@ msgid ""
"[method EditorInspectorPlugin.parse_property]), then this will return the "
"property."
msgstr ""
+"Retourne la propriété modifiée. Si votre éditeur n'est que pour une seule "
+"propriété (ajouté par [method EditorInspectorPlugin.parse_property]), cela "
+"retournera la propriété."
#: doc/classes/EditorProperty.xml
msgid "Must be implemented to provide a custom tooltip to the property editor."
msgstr ""
+"Doit être implémenté pour fournir un outil personnalisé dans l'éditeur de "
+"propriété."
#: doc/classes/EditorProperty.xml
msgid ""
"Puts the [code]editor[/code] control below the property label. The control "
"must be previously added using [method Node.add_child]."
msgstr ""
+"Place le contrôle [code]editor[/code] sous le label de la propriété. Le "
+"contrôle doit d'abord être ajouté avec [method Node.add_child]"
#: doc/classes/EditorProperty.xml
msgid "When this virtual function is called, you must update your editor."
@@ -28550,11 +29522,15 @@ msgid ""
"Used by the inspector, set to [code]true[/code] when the property is "
"checkable."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] lorsque la propriété "
+"peut être cochée."
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is checked."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] quand la propriété est "
+"cochée."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28562,6 +29538,9 @@ msgid ""
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
+"Utilisé par l'inspecteur, définit à [code]true[/code] quand la propriété est "
+"affiché avec la couleur d'avertissement de l'éditeur. Ceci est utilisé pour "
+"les propriétés modifiables pour les nœuds enfants."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28582,16 +29561,23 @@ msgid ""
"Used by the inspector, set to [code]true[/code] when the property is read-"
"only."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] quand la propriété est "
+"en lecture-seule."
#: doc/classes/EditorProperty.xml
msgid ""
"Emit it if you want multiple properties modified at the same time. Do not "
"use if added via [method EditorInspectorPlugin.parse_property]."
msgstr ""
+"Emettez-le si vous voulez plusieurs propriétés modifiées en même temps. Ne "
+"pas utiliser s'il a été ajouté avec [method EditorInspectorPlugin."
+"parse_property]"
#: doc/classes/EditorProperty.xml
msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
msgstr ""
+"Utilisé par des sous-inspecteurs. Émettez-le si l'identifiant d'un Object a "
+"été sélectionné."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28609,10 +29595,14 @@ msgid ""
"Emit it if you want to add this value as an animation key (check for keying "
"being enabled first)."
msgstr ""
+"Émettez-le si vous voulez ajouter cette valeur comme clé d'animation "
+"(vérifiez que la clé est d'abord activée)."
#: doc/classes/EditorProperty.xml
msgid "Emit it if you want to key a property with a single value."
msgstr ""
+"Emettez-le si vous voulez définir une clé pour cette propriété avec une "
+"valeur unique."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28622,6 +29612,11 @@ msgid ""
"instantiated and can come from an ancestor scene in the inheritance/"
"instancing chain, a script or a builtin class."
msgstr ""
+"Émettez-le si vous voulez marquer (ou dé-marquer) la valeur d'une propriété "
+"pour être sauvegardée peu importe si elle est égale à la valeur par défaut.\n"
+"La valeur par défaut est celle que la propriété obtiendra lorsque le nœud "
+"est juste instancié et peut venir d'une scène instanciée ou héritée, d'un "
+"script ou d'une classe intégrée."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28649,6 +29644,13 @@ msgid ""
"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
"editing is controlled by the Inspector dock itself or sub-Inspectors."
msgstr ""
+"Ce nœud [Control] est utilisé dans la barre d'outils de l'inspecteur de "
+"l'éditeur pour permettre l'édition des propriétés de type [Resource]. Il "
+"offre des options pour créer, charger, enregistrer et convertir des "
+"ressources. Peut être utilisé avec [EditorInspectorPlugin] pour recréer le "
+"même comportement.\n"
+"[b]Note :[/b] Ce [Control] n'inclut aucun éditeur de la ressource, car "
+"l'édition est contrôlée par l'inspecteur lui-même ou les sous-inspecteurs."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -28656,12 +29658,17 @@ msgid ""
"[member base_type]. If the [member base_type] is empty, an empty list is "
"returned."
msgstr ""
+"Retourne une liste de tous les types et sous-types autorisés correspondant "
+"au [member base_type]. Si le [member base_type] est vide, une liste vide est "
+"retournée."
#: doc/classes/EditorResourcePicker.xml
msgid ""
"This virtual method can be implemented to handle context menu items not "
"handled by default. See [method set_create_options]."
msgstr ""
+"Cette méthode virtuelle peut être implémentée pour gérer les éléments du "
+"menu contextuel non gérés par défaut. Voir [method set_create_options]."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -28672,12 +29679,20 @@ msgid ""
"[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom "
"items."
msgstr ""
+"Cette méthode virtuelle est appelée lors de la mise à jour du menu "
+"contextuel de [EditorResourcePicker]. Implémenter cette méthode pour "
+"remplacer les éléments dans « Nouveau... » par vos propres options. "
+"[code]menu_nœud[/code] est une référence au nœud [PopupMenu].\n"
+"[b]Note :[/b] Implémentez [method handle_menu_sélection] pour traiter ces "
+"éléments personnalisés."
#: doc/classes/EditorResourcePicker.xml
msgid ""
"Sets the toggle mode state for the main button. Works only if [member "
"toggle_mode] is set to [code]true[/code]."
msgstr ""
+"Définit l'état du mode de basculement pour le bouton principal. Fonctionne "
+"uniquement si [member toggle_mode] est défini à [code]true[/code]."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -28700,6 +29715,9 @@ msgid ""
"If [code]true[/code], the main button with the resource preview works in the "
"toggle mode. Use [method set_toggle_pressed] to manually set the state."
msgstr ""
+"Si [code]true[/code], le bouton principal avec la prévisualisation des "
+"ressources fonctionne avec le mode de basculement. Utilisez [method "
+"set_toggle_pressed] pour définir manuellement cet état."
#: doc/classes/EditorResourcePicker.xml
#, fuzzy
@@ -28712,6 +29730,9 @@ msgid ""
"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
"menu \"Edit\" option."
msgstr ""
+"Émis lorsque la valeur de ressource a été définie et que l'utilisateur a "
+"cliqué pour la modifier. Lorsque [code]edit[/code] est [code]true[/code], le "
+"signal a été causé par le menu contextuel \"Édition\"."
#: doc/classes/EditorResourcePreview.xml
msgid "Helper to generate previews of resources or files."
@@ -28723,6 +29744,11 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_previewer]."
msgstr ""
+"Cet objet est utilisé pour générer des aperçus pour les ressources de "
+"fichiers.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique en utilisant [method EditorInterface."
+"get_resource_previewer]"
#: doc/classes/EditorResourcePreview.xml
msgid "Create an own, custom preview generator."
@@ -28733,6 +29759,8 @@ msgid ""
"Check if the resource changed, if so, it will be invalidated and the "
"corresponding signal emitted."
msgstr ""
+"Vérifiez si la ressource a changé, si oui, elle sera invalidée et le signal "
+"correspondant émis."
#: doc/classes/EditorResourcePreview.xml
msgid ""
@@ -28792,6 +29820,8 @@ msgid ""
"Emitted if a preview was invalidated (changed). [code]path[/code] "
"corresponds to the path of the preview."
msgstr ""
+"Émis si un aperçu a été invalidé (c'est-à-dire changé). [code]path[/code] "
+"correspond au chemin de l'aperçu."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid "Custom generator of previews."
@@ -28803,6 +29833,9 @@ msgid ""
"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
"previews at."
msgstr ""
+"Le Code personnalisé pour générer des aperçus. Veuillez cocher "
+"[code]file_dialog/thumbnail_size[/code] dans [EditorSettings] pour connaître "
+"la taille correcte des prévisualisations."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
@@ -28925,6 +29958,10 @@ msgid ""
"to [EditorSceneImporterGLTF] within a script will cause an error in an "
"exported project."
msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les éditeurs. Le "
+"chargement et l'enregistrement au format glTF [i]n'est pas[/i] disponible "
+"dans les projets exportés. Les références à [EditorSceneImporterGLTF] dans "
+"un script provoquent une erreur dans un projet exporté."
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
@@ -29001,6 +30038,8 @@ msgid ""
"Called after the scene was imported. This method must return the modified "
"version of the scene."
msgstr ""
+"Appelé après l'importation de la scène. Cette méthode doit retourner la "
+"version modifiée de la scène."
#: doc/classes/EditorScript.xml
msgid "Base script that can be used to add extension functions to the editor."
@@ -29057,6 +30096,10 @@ msgid ""
"Adds [code]node[/code] as a child of the root node in the editor context.\n"
"[b]Warning:[/b] The implementation of this method is currently disabled."
msgstr ""
+"Ajoute [code]node[/code] comme enfant du nœud racine dans le contexte de "
+"l'éditeur.\n"
+"[b]Avertissement :[/b] L'implémentation de cette méthode est actuellement "
+"désactivée."
#: doc/classes/EditorScript.xml
msgid "Returns the [EditorInterface] singleton instance."
@@ -29071,6 +30114,8 @@ msgid ""
"Godot editor's control for selecting the [code]script[/code] property of a "
"[Node]."
msgstr ""
+"Le contrôle de l'éditeur Godot pour sélectionner la propriété [code]script[/"
+"code] d'un [Node]."
#: doc/classes/EditorScriptPicker.xml
msgid ""
@@ -29107,6 +30152,10 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_selection]."
msgstr ""
+"Cet objet gère la sélection dans le SceneTree dans l'éditeur.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique en utilisant [method EditorInterface."
+"get_selection]"
#: doc/classes/EditorSelection.xml
msgid ""
@@ -29115,6 +30164,10 @@ msgid ""
"inspector. If you want to edit a node, use [method EditorInterface."
"edit_node]."
msgstr ""
+"Ajoute un nœud à la sélection.\n"
+"[b]Note :[/b] Le nouveau nœud sélectionné ne sera pas automatiquement "
+"modifié dans l'inspecteur. Si vous souhaitez modifier un nœud, utilisez "
+"[method EditorInterface.edit_nœud]."
#: doc/classes/EditorSelection.xml
msgid "Clear the selection."
@@ -29130,6 +30183,10 @@ msgid ""
"moving them, rotating, etc). This list avoids situations where a node is "
"selected and also child/grandchild."
msgstr ""
+"Retourne la liste des nœuds sélectionnés, optimisés pour les opérations de "
+"transformation (c'est-à-dire le fait de les déplacer, les faire pivoter, "
+"etc.). Cette liste évite les situations où un nœud est sélectionné et mais "
+"aussi ses descendants."
#: doc/classes/EditorSelection.xml
msgid "Removes a node from the selection."
@@ -29244,6 +30301,10 @@ msgid ""
"[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
"code] will be returned instead. See also [method set_project_metadata]."
msgstr ""
+"Retourne les métadonnées spécifiques au projet pour la [code]section[/code] "
+"et [code]key[/code] spécifiées. Si les métadonnées n'existent pas, "
+"[code]default[/code] sera retourné à la place. Voir aussi [method "
+"set_project_metadata]."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -29268,6 +30329,8 @@ msgid ""
"Returns the value of the setting specified by [code]name[/code]. This is "
"equivalent to using [method Object.get] on the EditorSettings instance."
msgstr ""
+"Retourne la valeur du paramètre spécifié par [code]name[/code]. Ceci est "
+"équivalent à l'utiliser [method Object.get] sur l'instance EditorSettings."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -29297,6 +30360,10 @@ msgid ""
"When this method returns [code]true[/code], a Revert button will display "
"next to the setting in the Editor Settings."
msgstr ""
+"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
+"peut avoir sa valeur rétablie à cette par défaut, ou [code]false[/code] "
+"sinon. Lorsque cette méthode retourne [code]true[/code], un bouton Rétablir "
+"s'affichera à côté du réglage dans les paramètres de l'éditeur."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -29304,6 +30371,9 @@ msgid ""
"This is the value that would be applied when clicking the Revert button in "
"the Editor Settings."
msgstr ""
+"Retourne la valeur par défaut du paramètre spécifié par [code]name[/code]. "
+"C'est la valeur qui sera appliquée en cliquant sur le bouton Rétablir dans "
+"les paramètres de l'éditeur."
#: doc/classes/EditorSettings.xml
msgid "Sets the list of favorite files and directories for this project."
@@ -29329,6 +30399,11 @@ msgid ""
"project folder and therefore won't be checked into version control. See also "
"[method get_project_metadata]."
msgstr ""
+"Définit des métadonnées spécifiques au projet dans la [code]section[/code], "
+"la [code]key[/code] et les [code]data[/code] spécifiées. Ces métadonnées "
+"sont enregistrées à l'extérieur du dossier du projet, et donc pas dans le "
+"système de contrôle de version (Git, etc.). Voir aussi [method "
+"get_project_metadata]."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -29344,6 +30419,9 @@ msgid ""
"This is equivalent to using [method Object.set] on the EditorSettings "
"instance."
msgstr ""
+"Définit la [code]value[/code] du paramètre nommé [code]name[/code]. Cela "
+"équivaut à l'utilisation de [method Object.set] sur l'instance "
+"EditorSettings."
#: doc/classes/EditorSettings.xml
msgid "Emitted after any editor setting has changed."
@@ -29355,6 +30433,9 @@ msgid ""
"plugins to update their visuals on theme changes or logic on configuration "
"changes."
msgstr ""
+"Émis après que n'importe quel réglage de l'édiateur a changé. Il est utilisé "
+"par divers greffons de l'éditeurs pour mettre à jour leur affichage lors de "
+"changements de thème ou de configuration."
#: doc/classes/EditorSpatialGizmo.xml
msgid "Custom gizmo for editing Spatial objects."
@@ -29366,12 +30447,18 @@ msgid ""
"(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
"information."
msgstr ""
+"Un manipulateur personnalisé qui est utilisé pour la visualisation et "
+"l'édition personnalisées (poignets) pour les objets 3D de type Spatial. Voir "
+"[EditorSpatialGizmoPlugin] pour plus d'informations."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
"picking. Call this function during [method redraw]."
msgstr ""
+"Ajoute le [code]segments[/code] spécifié à la forme de collision du "
+"manipulateur pour la sélection. Appelez cette fonction durant [method "
+"redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29379,6 +30466,9 @@ msgid ""
"generated from a regular [Mesh] too. Call this function during [method "
"redraw]."
msgstr ""
+"Ajoute des triangles de collision au manipulateur pour la sélection. Un "
+"[TriangleMesh] peut être généré à partir d'un [Mesh] régulier. Appelez cette "
+"fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29387,6 +30477,10 @@ msgid ""
"There are virtual functions which will be called upon editing of these "
"handles. Call this function during [method redraw]."
msgstr ""
+"Ajoute une liste de poignées (points) qui peuvent être utilisées pour "
+"déformer l'objet en cours d'édition.\n"
+"Il y a des fonctions virtuelles qui seront appelés à l'édition de ces "
+"poignées. Appelez cette fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29394,6 +30488,9 @@ msgid ""
"lines are used for visualizing the gizmo. Call this function during [method "
"redraw]."
msgstr ""
+"Ajoute des lignes au gizmo (une liste de paires de points), avec un matériau "
+"donné. Les lignes sont utilisées pour visualiser le manipulateur. Appelez "
+"cette fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29402,6 +30499,11 @@ msgid ""
"is [code]true[/code], the mesh will rotate to always face the camera. Call "
"this function during [method redraw]."
msgstr ""
+"Ajoute un maillage au manipulateur avec l'état [code]billboard[/code] "
+"spécifié, [code]skeleton[/code] et [code]material[/code]. Si "
+"[code]billboard[/code] est [code]true[/code], le maillage tourne pour "
+"toujours faire toujours face à la caméra. Appelez cette fonction durant "
+"[method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29430,18 +30532,28 @@ msgid ""
"by [method add_handles]).\n"
"Handles can be named for reference to the user when editing."
msgstr ""
+"Retourne le nom d'une poignée modifiée (ces poignées doivent d'abord être "
+"ajoutées avec [méthode add_handles]).\n"
+"Les poignées peuvent être nommées pour référence à l'utilisateur lors de "
+"l'édition."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Gets actual value of a handle. This value can be anything and used for "
"eventually undoing the motion when calling [method commit_handle]."
msgstr ""
+"Retourne la valeur réelle d'une poignée. Cette valeur peut être n'importe "
+"quoi et utilisée pour finalement annuler le mouvement en appelant [method "
+"commit_handle]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
msgstr ""
+"Retourne le [EditorSpatialGizmoPlugin] qui possède ce manipulateur. Il est "
+"utile de récupérer les matériaux en utilisant [method "
+"EditorSpatialGizmoPlugin.get_material]"
#: doc/classes/EditorSpatialGizmo.xml
#, fuzzy
@@ -29524,6 +30636,9 @@ msgid ""
"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
"also [method has_gizmo]."
msgstr ""
+"Surchargez cette méthode pour retourner un [EditorSpatialGizmo] personnalisé "
+"pour les nœuds spatiaux de votre choix, retourner [code]null[/code] pour le "
+"reste des nœuds. Voir aussi [method has_gizmo]."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -29533,6 +30648,12 @@ msgid ""
"Should not be overridden.\n"
"You can optionally provide a texture to use instead of the default icon."
msgstr ""
+"Crée un matériau de poignée avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_handles] Ne devrait pas être surchargé.\n"
+"Vous pouvez en option fournir une texture à utiliser à la place de l'icône "
+"par défaut."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -29541,6 +30662,10 @@ msgid ""
"[method get_material] and used in [method EditorSpatialGizmo."
"add_unscaled_billboard]. Should not be overridden."
msgstr ""
+"Crée un matériau d'icône avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_unscaled_billboard]. Ne devrait pas être surchargé."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -29549,6 +30674,11 @@ msgid ""
"[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
"[method EditorSpatialGizmo.add_lines]. Should not be overridden."
msgstr ""
+"Crée un matériau non éclairé avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_mesh] et [method EditorSpatialGizmo.add_lines]. Ne "
+"devrait pas être dépassé."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -36815,13 +37945,14 @@ msgstr "Nombre maximal de redirections autorisées."
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -38376,9 +39507,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -39018,10 +40149,13 @@ msgstr "Type d’évènement d’entrée pour les évènements de mouvement de s
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -39033,6 +40167,15 @@ msgid "Mouse and input coordinates"
msgstr "Les coordonnées de la souris"
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Retourne le nombre de disposition de clavier.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -55463,6 +56606,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "Change l'octet à la position donnée."
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Retire l' élément du tableau à l'index donné."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -59009,9 +60160,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Le nom facultatif pour le calque 13 de rendu 3D."
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid "Optional name for the 3D render layer 14."
-msgstr "Le nom facultatif pour le calque 14 de rendu 3D"
+msgstr "Le nom facultatif pour le calque 14 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 15."
@@ -65245,7 +66395,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -65285,15 +66436,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -66922,11 +68074,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr "La [Transform] globale de ce nœud."
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -78161,11 +79332,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -78246,8 +79417,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index 3273cd8f98..17fb042ad7 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28411,13 +28423,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29831,9 +29844,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30407,10 +30420,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30423,6 +30439,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45290,6 +45312,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54214,7 +54243,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54254,15 +54284,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55738,11 +55769,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65759,11 +65809,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65843,8 +65893,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 361c131a40..98778940cf 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10130,7 +10136,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28410,13 +28422,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29830,9 +29843,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30406,10 +30419,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30422,6 +30438,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45289,6 +45311,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54213,7 +54242,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54253,15 +54283,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55737,11 +55768,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65758,11 +65808,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65842,8 +65892,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index 2732b7b56a..325d7d0f52 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -9984,7 +9984,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10149,7 +10155,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28429,13 +28441,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29849,9 +29862,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30425,10 +30438,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30441,6 +30457,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45308,6 +45330,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54232,7 +54261,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54272,15 +54302,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55756,11 +55787,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65777,11 +65827,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65861,8 +65911,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/id.po b/doc/translations/id.po
index efc379cffd..eb95a98f22 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -15,12 +15,13 @@
# ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022.
# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
# Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>, 2022.
+# yusuf afandi <afandi.yusuf.04@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-28 14:11+0000\n"
-"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n"
+"PO-Revision-Date: 2022-07-09 21:12+0000\n"
+"Last-Translator: yusuf afandi <afandi.yusuf.04@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n"
"Language: id\n"
@@ -28,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -122,7 +123,7 @@ msgstr "Metode ini menerima sejumlah argumen setelah yang dijelaskan di sini."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Metode ini digunakan untuk mengkonstruksi sebuah tipe."
#: doc/tools/make_rst.py
msgid ""
@@ -10377,7 +10378,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10542,7 +10549,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28835,13 +28848,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30255,9 +30269,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30831,10 +30845,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30847,6 +30864,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45755,6 +45778,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54682,7 +54712,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54722,15 +54753,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56206,11 +56238,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66234,11 +66285,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66318,8 +66369,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/is.po b/doc/translations/is.po
index bdd631ef18..c68a096dfa 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10130,7 +10136,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28410,13 +28422,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29830,9 +29843,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30406,10 +30419,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30422,6 +30438,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45289,6 +45311,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54213,7 +54242,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54253,15 +54283,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55737,11 +55768,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65758,11 +65808,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65842,8 +65892,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 3d9cd62b30..fd78bc8f1c 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -10991,7 +10991,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11156,7 +11162,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -29595,13 +29607,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -31020,9 +31033,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -31597,10 +31610,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31612,6 +31628,13 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -46611,6 +46634,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55551,7 +55581,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55591,15 +55622,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -57077,11 +57109,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -67192,11 +67243,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -67276,8 +67327,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index 8ace2ec0c8..324df4d9ae 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -12677,8 +12677,14 @@ msgstr ""
"ます。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "このオーディオが再生されているバス。"
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -12860,9 +12866,14 @@ msgstr ""
"ます。"
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "このオーディオが再生されているバス。"
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -31648,13 +31659,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -33082,9 +33094,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -33658,10 +33670,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -33673,6 +33688,14 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。"
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -48785,6 +48808,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "インデックスにより配列から要素を削除します。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -57800,7 +57831,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -57840,15 +57872,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -59334,11 +59367,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -69788,11 +69840,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -69872,8 +69924,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index bd808074b9..2f6879593c 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -10141,7 +10141,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10306,7 +10312,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28713,13 +28725,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30141,9 +30154,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30717,10 +30730,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30733,6 +30749,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45796,6 +45818,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54725,7 +54754,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54765,15 +54795,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56249,11 +56280,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66291,11 +66341,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66375,8 +66425,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/lt.po b/doc/translations/lt.po
index 2de21d55b3..2468d389d3 100644
--- a/doc/translations/lt.po
+++ b/doc/translations/lt.po
@@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10140,7 +10146,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28420,13 +28432,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29840,9 +29853,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30416,10 +30429,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30432,6 +30448,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45299,6 +45321,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54223,7 +54252,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54263,15 +54293,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55747,11 +55778,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65768,11 +65818,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65852,8 +65902,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index 45e3188446..9faf7fd017 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -9980,7 +9980,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10145,7 +10151,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28428,13 +28440,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29848,9 +29861,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30424,10 +30437,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30440,6 +30456,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45307,6 +45329,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54231,7 +54260,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54271,15 +54301,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55755,11 +55786,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65776,11 +65826,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65860,8 +65910,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index b943c79052..c989fcc549 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10128,7 +10134,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28408,13 +28420,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29828,9 +29841,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30404,10 +30417,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30420,6 +30436,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45287,6 +45309,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54211,7 +54240,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54251,15 +54281,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55735,11 +55766,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65756,11 +65806,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65840,8 +65890,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 53fca58f26..8017f4006b 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10140,7 +10146,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28420,13 +28432,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29840,9 +29853,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30416,10 +30429,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30432,6 +30448,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45299,6 +45321,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54223,7 +54252,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54263,15 +54293,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55747,11 +55778,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65768,11 +65818,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65852,8 +65902,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index 24062d3cff..9a17a51fb6 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10128,7 +10134,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28408,13 +28420,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29828,9 +29841,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30404,10 +30417,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30420,6 +30436,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45287,6 +45309,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54211,7 +54240,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54251,15 +54281,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55735,11 +55766,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65756,11 +65806,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65840,8 +65890,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index b2066a5491..d36175b6c2 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -10032,7 +10032,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10197,7 +10203,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28480,13 +28492,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29900,9 +29913,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30476,10 +30489,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30492,6 +30508,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45359,6 +45381,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54284,7 +54313,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54324,15 +54354,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55808,11 +55839,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65829,11 +65879,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65913,8 +65963,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index b28e575320..343dfb0050 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -10471,7 +10471,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10636,7 +10642,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28986,13 +28998,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30409,9 +30422,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30985,10 +30998,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31001,6 +31017,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -46003,6 +46025,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54943,7 +54972,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54983,15 +55013,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56468,11 +56499,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66529,11 +66579,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66613,8 +66663,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index 99537cdd6b..fdb01b1579 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -10787,7 +10787,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10952,7 +10958,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -29301,13 +29313,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30721,9 +30734,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -31297,10 +31310,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31313,6 +31329,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -46238,6 +46260,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55231,7 +55260,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55271,15 +55301,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56757,11 +56788,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66821,11 +66871,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66905,8 +66955,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index b432963519..50d4359c46 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -11025,7 +11025,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11190,7 +11196,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -29629,13 +29641,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -31054,9 +31067,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -31630,10 +31643,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31646,6 +31662,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -46651,6 +46673,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55595,7 +55624,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55635,15 +55665,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -57123,11 +57154,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -67221,11 +67271,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -67305,8 +67355,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index 068587e37a..8c7112f102 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -9995,7 +9995,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10160,7 +10166,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28443,13 +28455,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29863,9 +29876,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30439,10 +30452,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30455,6 +30471,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45323,6 +45345,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54247,7 +54276,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54287,15 +54317,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55771,11 +55802,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65792,11 +65842,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65876,8 +65926,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index 6455a611e5..1596ca8553 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -11644,7 +11644,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11809,7 +11815,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -30308,13 +30320,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -31732,9 +31745,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -32308,10 +32321,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -32323,6 +32339,15 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -47447,6 +47472,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Удаляет элемент из массива по индексу."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -56470,7 +56503,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56510,15 +56544,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -58001,11 +58036,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -68262,11 +68316,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -68346,8 +68400,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index 4964bf3ce0..38e701eef9 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28414,13 +28426,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29834,9 +29847,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30410,10 +30423,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30426,6 +30442,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45293,6 +45315,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54217,7 +54246,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54257,15 +54287,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55741,11 +55772,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65762,11 +65812,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65846,8 +65896,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index 89efbf0d11..3984d209f4 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -9977,7 +9977,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10142,7 +10148,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28425,13 +28437,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29845,9 +29858,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30421,10 +30434,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30437,6 +30453,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45304,6 +45326,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54228,7 +54257,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54268,15 +54298,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55752,11 +55783,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65773,11 +65823,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65857,8 +65907,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index e562fe9d6f..9be24493d7 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28411,13 +28423,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29831,9 +29844,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30407,10 +30420,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30423,6 +30439,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45290,6 +45312,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54214,7 +54243,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54254,15 +54284,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55738,11 +55769,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65759,11 +65809,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65843,8 +65893,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/th.po b/doc/translations/th.po
index 097eae8507..dabf3c09f3 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -10072,7 +10072,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10237,7 +10243,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28530,13 +28542,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29972,9 +29985,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30564,10 +30577,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30580,6 +30596,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45541,6 +45563,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54475,7 +54504,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54515,15 +54545,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55999,11 +56030,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66040,11 +66090,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66124,8 +66174,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 7473388512..b100d0e612 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -10046,7 +10046,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10211,7 +10217,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28500,13 +28512,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29920,9 +29933,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30496,10 +30509,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30512,6 +30528,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45406,6 +45428,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54330,7 +54359,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54370,15 +54400,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55854,11 +55885,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65884,11 +65934,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65968,8 +66018,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 77fbf5f31a..dc9d2524b7 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -10753,7 +10753,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10918,7 +10924,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -29252,13 +29264,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30674,9 +30687,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -31250,10 +31263,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31266,6 +31282,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -46231,6 +46253,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55167,7 +55196,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55207,15 +55237,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56691,11 +56722,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66739,11 +66789,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66823,8 +66873,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index fe1ac7f153..afedf189b4 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -10125,7 +10125,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10290,7 +10296,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28608,13 +28620,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30030,9 +30043,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30606,10 +30619,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30622,6 +30638,12 @@ msgstr "Мишка і координати введення"
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45563,6 +45585,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54492,7 +54521,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54532,15 +54562,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56017,11 +56048,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66064,11 +66114,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66148,8 +66198,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 4dbfaf376a..ab16aa1782 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -10420,7 +10420,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10585,7 +10591,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28905,13 +28917,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30328,9 +30341,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30904,10 +30917,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30920,6 +30936,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45875,6 +45897,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54813,7 +54842,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54853,15 +54883,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56339,11 +56370,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66389,11 +66439,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66473,8 +66523,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 2888f15fd1..d2179a01f2 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -62,7 +62,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-05 23:52+0000\n"
+"PO-Revision-Date: 2022-07-17 07:14+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -71,7 +71,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -507,7 +507,7 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中删除,请使用 "
+"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中移除,请使用 "
"[method move_toward] 代替。\n"
"返回 [code]value[/code] 减去 [code]step[/code] * [code]amount[/code] 的结"
"果。\n"
@@ -570,7 +570,6 @@ msgstr ""
"将(之前使用 [method inst2dict] 创建的)字典转换回实例。适用于反序列化。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -590,9 +589,9 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"返回 [code]x[/code] “缓动后”的值,结果基于使用 [code]curve[/code] 值定义的缓"
-"动函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数"
-"值会导致以下行为:\n"
+"返回 [code]x[/code]“缓动后”的值,结果基于使用 [code]curve[/code] 值定义的缓动"
+"函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数值"
+"会导致以下行为:\n"
"[codeblock]\n"
"- 低于 -1.0(开区间):缓入缓出\n"
"- -1.0:线性\n"
@@ -602,9 +601,9 @@ msgstr ""
"- 1.0:线性\n"
"- 大于 1.0(开区间):缓入\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() 曲线值速查表[/url]\n"
-"请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
+"另请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
"[AnimationPlayer]。"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1688,7 +1687,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of smoothly interpolating the value of [code]s[/code] "
"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
@@ -1731,7 +1729,7 @@ msgstr ""
"与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返"
"回最平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用 [Tween] "
"或 [AnimationPlayer]。\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较"
"[/url]"
@@ -4876,7 +4874,7 @@ msgstr ""
"custom_action]信号。\n"
"如果[code]right[/code]为 [code]true[/code],按钮会被放置在所有同级按钮的右"
"边。\n"
-"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
+"您可以使用 [method remove_button] 方法从对话框中移除使用此方法创建的按钮。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4887,7 +4885,7 @@ msgid ""
msgstr ""
"向对话框中添加一个标签为[code]name[/code]和一个取消动作的按钮,然后返回这个新"
"创建的按钮。\n"
-"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
+"您可以使用 [method remove_button] 方法从对话框中移除使用此方法创建的按钮。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4897,7 +4895,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回内置文本所使用的标签。\n"
-"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏"
+"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/AcceptDialog.xml
@@ -4908,7 +4906,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回确定按钮 [Button] 实例。\n"
-"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏"
+"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/AcceptDialog.xml
@@ -5653,7 +5651,7 @@ msgstr "返回给定轨道中给定键的方法轨道上要调用的参数值。
#: doc/classes/Animation.xml
msgid "Removes a track by specifying the track index."
-msgstr "通过指定轨道索引来删除一个轨道。"
+msgstr "通过指定轨道索引来移除一个轨道。"
#: doc/classes/Animation.xml
msgid ""
@@ -5739,11 +5737,11 @@ msgstr "将轨道上移。"
#: doc/classes/Animation.xml
msgid "Removes a key by index in a given track."
-msgstr "在指定的轨道上按索引删除一个键。"
+msgstr "在指定的轨道上按索引移除一个键。"
#: doc/classes/Animation.xml
msgid "Removes a key by position (seconds) in a given track."
-msgstr "按位置(秒)删除指定轨道中的键。"
+msgstr "按位置(秒)移除指定轨道中的键。"
#: doc/classes/Animation.xml
msgid "Enables/disables the given track. Tracks are enabled by default."
@@ -6074,11 +6072,11 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Removes an input, call this only when inactive."
-msgstr "删除输入,仅在处于非活动状态时调用此输入。"
+msgstr "移除输入,仅在处于非活动状态时调用此输入。"
#: doc/classes/AnimationNode.xml
msgid "Adds or removes a path for the filter."
-msgstr "添加或删除筛选器的路径。"
+msgstr "添加或移除筛选器的路径。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6094,7 +6092,7 @@ msgstr "如果为 [code]true[/code],则启用筛选功能。"
#: doc/classes/AnimationNode.xml
msgid "Emitted when the node was removed from the graph."
-msgstr "当该节点从图中删除时触发。"
+msgstr "当该节点从图中移除时触发。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6317,7 +6315,7 @@ msgstr "返回索引 [code]point[/code] 处的点的位置。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Removes the point at index [code]point[/code] from the blend axis."
-msgstr "将索引 [code]point[/code] 处的点从混合轴上删除。"
+msgstr "将索引 [code]point[/code] 处的点从混合轴上移除。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
@@ -6424,12 +6422,12 @@ msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Removes the point at index [code]point[/code] from the blend space."
-msgstr "从混合空间中删除索引 [code]point[/code] 处的点。"
+msgstr "从混合空间中移除索引 [code]point[/code] 处的点。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Removes the triangle at index [code]triangle[/code] from the blend space."
-msgstr "从混合空间中删除索引 [code]triangle[/code] 处的三角形。"
+msgstr "从混合空间中移除索引 [code]triangle[/code] 处的三角形。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
@@ -6475,7 +6473,7 @@ msgstr "混合空间 Y 轴的名称。"
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
-msgstr "每当创建、删除混合空间的三角形,或当其中一个顶点改变位置时发出。"
+msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "The interpolation between animations is linear."
@@ -6549,7 +6547,7 @@ msgstr "如果存在名称为 [code]name[/code] 的子节点,则返回 [code]t
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Removes a sub-node."
-msgstr "删除一个子节点。"
+msgstr "移除一个子节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Changes the name of a sub-node."
@@ -7879,9 +7877,9 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"返回相交的[Area]的列表。重叠区域的[member CollisionObject.collision_layer]必"
-"须是这个区域[member CollisionObject.collision_mask]的一部分,这样才能被检测"
-"到。\n"
+"返回相交的 [Area] 的列表。重叠区域的 [member CollisionObject."
+"collision_layer] 必须是这个区域 [member CollisionObject.collision_mask] 的一"
+"部分,这样才能被检测到。\n"
"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是"
"在物体被移动后立即修改。考虑使用信号来代替。"
@@ -7894,9 +7892,9 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"返回相交的[PhysicsBody]的列表。重叠物体的[member CollisionObject."
-"collision_layer]必须是这个区域[member CollisionObject.collision_mask]的一部"
-"分,这样才能被检测到。\n"
+"返回相交的 [PhysicsBody] 的列表。重叠物体的 [member CollisionObject."
+"collision_layer] 必须是这个区域 [member CollisionObject.collision_mask] 的一"
+"部分,这样才能被检测到。\n"
"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是"
"在物体被移动后立即修改。考虑使用信号来代替。"
@@ -7975,8 +7973,8 @@ msgid ""
"The area's gravity vector (not normalized). If gravity is a point (see "
"[member gravity_point]), this will be the point of attraction."
msgstr ""
-"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点。请参阅 "
-"[member gravity_point]。"
+"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点(见 [member "
+"gravity_point])。"
#: doc/classes/Area.xml
msgid ""
@@ -8882,7 +8880,7 @@ msgid ""
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
-"删除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 "
+"移除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 "
"[method pop_front]。"
#: doc/classes/Array.xml
@@ -9142,11 +9140,11 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
-msgstr "删除此[ArrayMesh]的所有混合形状。"
+msgstr "移除此 [ArrayMesh] 的所有混合形状。"
#: doc/classes/ArrayMesh.xml
msgid "Removes all surfaces from this [ArrayMesh]."
-msgstr "删除此[ArrayMesh]的所有表面。"
+msgstr "移除此 [ArrayMesh] 的所有表面。"
#: doc/classes/ArrayMesh.xml
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
@@ -9485,7 +9483,7 @@ msgstr ""
"这是链接到控制器跟踪的辅助空间节点。它还为控制器上的按钮等状态提供了几个便捷"
"的通道。\n"
"控制器通过它们的 ID 链接。你可以在控制器可用之前创建控制器节点。如果你的游戏"
-"总是使用两个控制器,即每只手一个,你可以预先定义 ID 为 1 和 2 的控制器;一旦"
+"总是使用两个控制器(每只手一个),你可以预先定义 ID 为 1 和 2 的控制器;一旦"
"确定了控制器,它们就会被激活。如果你希望使用额外的控制器,应该对信号加以处"
"理,并将 ARVRController 节点添加到您场景中。\n"
"控制器节点的位置由 [ARVRServer] 自动更新。这使得该节点非常适合添加子节点以实"
@@ -9615,8 +9613,8 @@ msgid ""
"[ARVRServer]."
msgstr ""
"需要实现这个类才能使 AR 或 VR 平台可供 Godot 使用,并且应实现为 C++ 模块或 "
-"GDNative 模块,注意,对于 GDNative,应使用子类 ARVRScriptInterface。部分接口"
-"向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n"
+"GDNative 模块(注意,对于 GDNative,应使用子类 ARVRScriptInterface)。部分接"
+"口向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n"
"接口应以这样的方式编写,只需启用它们就可以为我们提供工作配置。您可以通过 "
"[ARVRServer] 查询可用接口。"
@@ -9637,7 +9635,7 @@ msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功
#: doc/classes/ARVRInterface.xml
msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
-msgstr "返回该接口的名称,如 OpenVR、OpenHMD、ARKit 等。"
+msgstr "返回该接口的名称(OpenVR、OpenHMD、ARKit 等)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9713,7 +9711,7 @@ msgstr "没有 ARVR 功能。"
#: doc/classes/ARVRInterface.xml
msgid ""
"This interface can work with normal rendering output (non-HMD based AR)."
-msgstr "此接口可以与正常的渲染输出一起工作,非基于 HMD 的 AR。"
+msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR)。"
#: doc/classes/ARVRInterface.xml
msgid "This interface supports stereoscopic rendering."
@@ -9721,7 +9719,7 @@ msgstr "该接口支持立体渲染。"
#: doc/classes/ARVRInterface.xml
msgid "This interface supports AR (video background and real world tracking)."
-msgstr "该接口支持 AR,视频背景和真实世界跟踪。"
+msgstr "该接口支持 AR(视频背景和真实世界跟踪)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9764,7 +9762,7 @@ msgstr "追踪行为符合预期。"
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
-msgstr "过度运动会阻碍追踪,即玩家的移动速度超过追踪的速度。"
+msgstr "过度运动会阻碍追踪(玩家的移动速度大于追踪的速度)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9782,7 +9780,7 @@ msgstr "我们不知道跟踪的状态,或者这个接口未提供反馈。"
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
-msgstr "追踪功能失效,即相机未插电或被遮挡,灯塔关闭,等等。"
+msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等)。"
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid "GDNative wrapper for an ARVR interface."
@@ -10097,7 +10095,7 @@ msgstr "添加新接口时触发。"
#: doc/classes/ARVRServer.xml
msgid "Emitted when an interface is removed."
-msgstr "当接口被删除时触发。"
+msgstr "当接口被移除时触发。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10118,9 +10116,9 @@ msgid ""
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
-"删除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] "
-"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活,即"
-"打开一个新的控制器来代替前一个控制器。"
+"移除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] "
+"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活(即"
+"打开一个新的控制器来代替前一个控制器)。"
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a controller."
@@ -10248,7 +10246,7 @@ msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"Aligns child controls with the beginning (left or top) of the container."
-msgstr "将子控件与容器的开头对齐,左侧或顶部。"
+msgstr "将子控件与容器的开头对齐(左侧或顶部)。"
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the center of the container."
@@ -10256,7 +10254,7 @@ msgstr "使子控件与容器的中心对齐。"
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the end (right or bottom) of the container."
-msgstr "将子控件与容器的末端对齐,右侧或底部。"
+msgstr "将子控件与容器的末端对齐(右侧或底部)。"
#: doc/classes/AStar.xml
msgid ""
@@ -10603,7 +10601,7 @@ msgstr "返回是否禁用点以进行寻路。默认情况下,所有点均处
msgid ""
"Removes the point associated with the given [code]id[/code] from the points "
"pool."
-msgstr "从点池中删除与给定 [code]id[/code] 关联的点。"
+msgstr "从点池中移除与给定 [code]id[/code] 关联的点。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -11765,7 +11763,7 @@ msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
-"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将删除先前录音的样"
+"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将移除先前录音的样"
"本。"
#: doc/classes/AudioEffectRecord.xml
@@ -12058,7 +12056,7 @@ msgid ""
"Removes the effect at index [code]effect_idx[/code] from the bus at index "
"[code]bus_idx[/code]."
msgstr ""
-"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上删"
+"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上移"
"除。"
#: doc/classes/AudioServer.xml
@@ -12374,8 +12372,14 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "播放此音频的总线。"
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -12568,8 +12572,14 @@ msgstr ""
"频。"
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
-msgstr "播放此音频的总线。"
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13324,7 +13334,7 @@ msgid ""
"will be removed in Godot 4.0. This property no longer has any effect when "
"set. Please use [member Control.focus_mode] instead."
msgstr ""
-"[i]已弃用。[/i]由于冗余,此属性已弃用,将在 Godot 4.0 中删除。此属性在设置后"
+"[i]已弃用。[/i]由于冗余,此属性已弃用,将在 Godot 4.0 中移除。此属性在设置后"
"不会有任何影响。请改用 [member Control.focus_mode]。"
#: doc/classes/BaseButton.xml
@@ -13460,7 +13470,7 @@ msgstr ""
"用于 3D 旋转和缩放的 3×3 矩阵。几乎总是用作变换的正交基。\n"
"包含 3 个向量字段 X、Y 和 Z 作为其列,通常被解释为变换的局部基向量。对于这种"
"用途,它依次由一个缩放矩阵和一个旋转矩阵组成(M=R.S)。\n"
-"也可以作为三维向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的"
+"也可以作为 3D 向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的"
"(由于缩放)。\n"
"更多信息请阅读文档中的《矩阵和变换》一文。"
@@ -14397,9 +14407,9 @@ msgid ""
"to the position and orientation of the camera by subclassed cameras such as "
"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
msgstr ""
-"返回相机的变换加上垂直[member v_offset]和水平[member h_offset]的偏移量;以及"
-"由子类相机如[ClippedCamera]、[InterpolatedCamera]和[ARVRCamera]对相机的位置和"
-"方向做出的任何其他调整。"
+"返回相机的变换加上垂直 [member v_offset] 和水平 [member h_offset] 的偏移量;"
+"以及由子类相机如 [ClippedCamera]、[InterpolatedCamera] 和 [ARVRCamera] 对相机"
+"的位置和方向做出的任何其他调整。"
#: doc/classes/Camera.xml
msgid ""
@@ -14510,8 +14520,8 @@ msgid ""
"angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
"planes in world space units."
msgstr ""
-"将摄像机的投影设置为透视模式,参阅[constant PROJECTION_PERSPECTIVE]),指定"
-"[code]fov[/code] 视野角度,单位度,以及世界空间单位的[code]z_near[/code]和"
+"将摄像机的投影设置为透视模式(见 [constant PROJECTION_PERSPECTIVE]),指定 "
+"[code]fov[/code] 视野角度,单位为度,以及世界空间单位的[code]z_near[/code]和"
"[code]z_far[/code]裁剪平面。"
#: doc/classes/Camera.xml
@@ -14772,7 +14782,7 @@ msgstr "将相机与跟踪的节点对齐。"
msgid ""
"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
"assigned camera."
-msgstr "从父级[Viewport]的内部当前分配的相机中删除任何[Camera2D]。"
+msgstr "从父级 [Viewport] 的内部当前分配的相机中移除任何 [Camera2D]。"
#: doc/classes/Camera2D.xml
msgid "Forces the camera to update scroll immediately."
@@ -16737,7 +16747,7 @@ msgstr "添加碰撞例外,以使相机不会与指定的[RID]碰撞。"
#: doc/classes/ClippedCamera.xml
msgid "Removes all collision exceptions."
-msgstr "删除所有碰撞例外。"
+msgstr "移除所有碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid "Returns the distance the camera has been offset due to a collision."
@@ -16753,11 +16763,11 @@ msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified node."
-msgstr "删除与指定节点的碰撞例外。"
+msgstr "移除与指定节点的碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified [RID]."
-msgstr "删除指定 [RID] 的碰撞例外。"
+msgstr "移除指定 [RID] 的碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -16924,11 +16934,11 @@ msgstr "返回具有给定形状所有者的给定 id 的形状 [Shape] 的子
#: doc/classes/CollisionObject.xml
msgid "Returns the shape owner's [Transform]."
-msgstr "返回形状所有者的[Transform]。"
+msgstr "返回形状所有者的 [Transform]。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes a shape from the given shape owner."
-msgstr "从给定的形状所有者中删除一个形状。"
+msgstr "从给定的形状所有者中移除一个形状。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], disables the given shape owner."
@@ -16936,7 +16946,7 @@ msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。"
#: doc/classes/CollisionObject.xml
msgid "Sets the [Transform] of the given shape owner."
-msgstr "设置给定形状所有者的[Transform]。"
+msgstr "设置给定形状所有者的 [Transform]。"
#: doc/classes/CollisionObject.xml
msgid ""
@@ -17009,7 +17019,7 @@ msgstr "当鼠标指针退出此对象的所有形状时发出。"
#: doc/classes/CollisionObject2D.xml
msgid "Base node for 2D collision objects."
-msgstr "二维碰撞对象的基础节点。"
+msgstr "2D 碰撞对象的基础节点。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -17045,7 +17055,7 @@ msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [code]owner_id[/code]."
msgstr ""
-"返回由给定的[code]owner_id[/code]标识的形状所有者的"
+"返回由给定的 [code]owner_id[/code] 标识的形状所有者的 "
"[code]one_way_collision_margin[/code]。"
#: doc/classes/CollisionObject2D.xml
@@ -17054,26 +17064,26 @@ msgid ""
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
-"返回 [code]true[/code],如果源于这个[CollisionObject2D]的形状所有者的碰撞不会"
-"被报告给[CollisionObject2D]s。"
+"返回 [code]true[/code],如果源于这个 [CollisionObject2D] 的形状所有者的碰撞不"
+"会被报告给 [CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid "Adds a [Shape2D] to the shape owner."
-msgstr "给形状所有者添加一个[Shape2D]。"
+msgstr "给形状所有者添加一个 [Shape2D]。"
#: doc/classes/CollisionObject2D.xml
msgid "Returns the [Shape2D] with the given id from the given shape owner."
-msgstr "从给定的形状所有者那里返回给定id的[Shape2D]。"
+msgstr "从给定的形状所有者那里返回给定 id 的 [Shape2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the child index of the [Shape2D] with the given id from the given "
"shape owner."
-msgstr "从给定的形状所有者那里返回给定id的[Shape2D]的子索引。"
+msgstr "从给定的形状所有者那里返回给定 id 的 [Shape2D] 的子索引。"
#: doc/classes/CollisionObject2D.xml
msgid "Returns the shape owner's [Transform2D]."
-msgstr "返回形状所有者的[Transform2D]。"
+msgstr "返回形状所有者的 [Transform2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -17081,20 +17091,20 @@ msgid ""
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
-"如果[code]enable[/code]为 [code]true[/code],则源自这个[CollisionObject2D]的"
-"形状所有者的碰撞将不会被报告给[CollisionObject2D]。"
+"如果 [code]enable[/code] 为 [code]true[/code],则源自这个 "
+"[CollisionObject2D] 的形状所有者的碰撞将不会被报告给 [CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [code]owner_id[/code] to [code]margin[/code] pixels."
msgstr ""
-"将由给定的[code]owner_id[/code]标识的形状所有者的"
-"[code]one_way_collision_margin[/code]设置为[code]margin[/code]像素。"
+"将由给定的 [code]owner_id[/code] 标识的形状所有者的 "
+"[code]one_way_collision_margin[/code] 设置为 [code]margin[/code] 像素。"
#: doc/classes/CollisionObject2D.xml
msgid "Sets the [Transform2D] of the given shape owner."
-msgstr "设置给定形状所有者的[Transform2D]。"
+msgstr "设置给定形状所有者的 [Transform2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -18391,7 +18401,7 @@ msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"Removes the given color from the list of color presets of this color picker."
-msgstr "从这个取色器的颜色预设列表中删除给定的颜色。"
+msgstr "从这个取色器的颜色预设列表中移除给定的颜色。"
#: doc/classes/ColorPicker.xml
msgid "Returns the list of colors in the presets of the color picker."
@@ -18452,7 +18462,7 @@ msgstr "添加预设时发出。"
#: doc/classes/ColorPicker.xml
msgid "Emitted when a preset is removed."
-msgstr "删除预设时发出。"
+msgstr "移除预设时发出。"
#: doc/classes/ColorPicker.xml
msgid "The width of the hue selection slider."
@@ -18530,7 +18540,7 @@ msgid ""
msgstr ""
"返回控件的 [PopupPanel],它允许你连接到弹出信号。这允许你在显示或隐藏 "
"ColorPicker 时事件处理。\n"
-"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ColorPickerButton.xml
@@ -18891,7 +18901,7 @@ msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Removes the entire contents of the config."
-msgstr "删除配置的全部内容。"
+msgstr "移除配置的全部内容。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19019,7 +19029,7 @@ msgid ""
"if it ends up empty once the key has been removed."
msgstr ""
"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 "
-"[code]null[/code] 值就会删除指定的键,如果键被删除后,键最终是空的,就会删除"
+"[code]null[/code] 值就会移除指定的键,如果键被移除后,键最终是空的,就会移除"
"节。"
#: doc/classes/ConfirmationDialog.xml
@@ -19051,7 +19061,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回取消按钮。\n"
-"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/Container.xml
@@ -21232,7 +21242,7 @@ msgid ""
"points] property using the convex hull algorithm. Removing all unneeded "
"points. See [method Geometry.convex_hull_2d] for details."
msgstr ""
-"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。删除所有不需"
+"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。移除所有不需"
"要的点。详情请参阅 [method Geometry.convex_hull_2d]。"
#: doc/classes/ConvexPolygonShape2D.xml
@@ -21400,8 +21410,8 @@ msgid ""
"Each particle's color will vary along this [GradientTexture] over its "
"lifetime (multiplied with [member color])."
msgstr ""
-"每个粒子的颜色将在其生命周期内随着这个[GradientTexture]变化,即与[member "
-"color]相乘。"
+"每个粒子的颜色将在其生命周期内随着这个 [GradientTexture] 变化(与 [member "
+"color] 相乘)。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -22468,8 +22478,8 @@ msgid ""
"V around the outline of the [member polygon]), the bottom-left quarter to "
"the front end face, and the bottom-right quarter to the back end face."
msgstr ""
-"用于生成的网格的材质。UV 将材质的上半部分映射到挤出的形状,即U沿挤出物的长"
-"度,V 围绕 [member polygon]的轮廓,左下角的四分之一映射到前端面,右下角的四分"
+"用于生成的网格的材质。UV 将材质的上半部分映射到挤出的形状(U 沿挤出物的长度,"
+"V 围绕 [member polygon] 的轮廓),左下角的四分之一映射到前端面,右下角的四分"
"之一映射到后端面。"
#: modules/csg/doc_classes/CSGPolygon.xml
@@ -22792,11 +22802,11 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Geometry of both primitives is merged, intersecting geometry is removed."
-msgstr "合并两个图元的几何体,删除相交的几何体。"
+msgstr "合并两个图元的几何体,移除相交的几何体。"
#: modules/csg/doc_classes/CSGShape.xml
msgid "Only intersecting geometry remains, the rest is removed."
-msgstr "仅保留相交的几何,其余的将被删除。"
+msgstr "仅保留相交的几何,其余的将被移除。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -23231,11 +23241,11 @@ msgstr "重新计算曲线的烘焙点缓存。"
msgid ""
"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
"to their neighbor on the curve."
-msgstr "删除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。"
+msgstr "移除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Removes all points from the curve."
-msgstr "从曲线中删除所有点。"
+msgstr "从曲线中移除所有点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Returns the number of points describing the curve."
@@ -23284,7 +23294,7 @@ msgstr ""
#: doc/classes/Curve.xml
msgid "Removes the point at [code]index[/code] from the curve."
-msgstr "从曲线中删除 [code]index[/code] 处的点。"
+msgstr "从曲线中移除 [code]index[/code] 处的点。"
#: doc/classes/Curve.xml
msgid ""
@@ -23569,7 +23579,7 @@ msgstr ""
#: doc/classes/Curve3D.xml
msgid "Describes a Bézier curve in 3D space."
-msgstr "描述二维空间的贝兹尔曲线。"
+msgstr "描述 3D 空间的贝兹尔曲线。"
#: doc/classes/Curve3D.xml
msgid ""
@@ -24099,7 +24109,7 @@ msgstr "GDScript 基础:字典"
#: doc/classes/Dictionary.xml
msgid "Clear the dictionary, removing all key/value pairs."
-msgstr "清除字典,删除所有键/值对。"
+msgstr "清除字典,移除所有键/值对。"
#: doc/classes/Dictionary.xml
msgid ""
@@ -24232,7 +24242,6 @@ msgstr ""
"换的世界空间坐标(原点)会被忽略。只会用基来确定光线的方向。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them. This "
@@ -24240,7 +24249,8 @@ msgid ""
"SHADOW_ORTHOGONAL]."
msgstr ""
"远处阴影分裂的额外偏置量。如果自身阴影只产生远处的分裂,增加这个值可以修复它"
-"们。"
+"们。当 [member directional_shadow_mode] 为 [constant SHADOW_ORTHOGONAL] 时会"
+"被忽略。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24249,6 +24259,9 @@ msgid ""
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
+"如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启"
+"用阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] "
+"为 [constant SHADOW_ORTHOGONAL] 时会被忽略。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24263,6 +24276,8 @@ msgid ""
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
+"阴影分割的最大距离。将这个值增大会让方向阴影在更远处可见,代价是整体的阴影细"
+"节降低和性能(因为渲染方向阴影时需要包含更多的对象)。"
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
@@ -24275,39 +24290,36 @@ msgid ""
msgstr "当物体垂直于光线时,可用于修复自身阴影的特殊情况。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"相机到影子分割1的距离。相对于[member directional_shadow_max_distance]。只有当"
-"[member directional_shadow_mode]是[code]SHADOW_PARALLEL_2_SPLITS[/code]或"
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]时才使用。"
+"相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只"
+"有当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
+"或 [constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"阴影分割1到分割2的距离。相对于[member directional_shadow_max_distance]。仅在"
-"[member directional_shadow_mode]为[code]SHADOW_PARALLEL_2_SPLITS[/code]或"
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]时使用。"
+"阴影分割 1 到分割 2 的距离。相对于 [member directional_shadow_max_distance]。"
+"仅在 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
+"或 [constant SHADOW_PARALLEL_4_SPLITS] 时使用。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"从影子分割2到分割3的距离。相对于[member directional_shadow_max_distance]。只"
-"有当[member directional_shadow_mode]为[code]SHADOW_PARALLEL_4_SPLITS[/code]时"
-"才使用。"
+"从阴影分割 2 到分割 3 的距离。相对于 [member "
+"directional_shadow_max_distance]。只有当 [member directional_shadow_mode] 为 "
+"[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24547,8 +24559,8 @@ msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it "
"has been fully processed with [method get_next] does not matter)."
msgstr ""
-"关闭用 [method list_dir_begin] 打开的当前流,并不关注是否已经用 [method "
-"get_next] 完成处理。"
+"关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method "
+"get_next] 完成处理)。"
#: doc/classes/Directory.xml
msgid ""
@@ -24762,8 +24774,8 @@ msgid ""
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
"the new connections will be invalid due to cookie exchange."
msgstr ""
-"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接,请参"
-"阅 [method PacketPeerUDP.connect_to_host]。\n"
+"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接(见 "
+"[method PacketPeerUDP.connect_to_host])。\n"
"[b]注意:[/b]你必须检查返回 PacketPeerUDP 的状态是否为 [constant "
"PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 "
"cookie 交换而无效。"
@@ -25334,7 +25346,7 @@ msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "Removes all filters except for \"All Files (*)\"."
-msgstr "删除除“All Files(*)”筛选器之外的所有筛选器。"
+msgstr "移除“All Files(*)”筛选器之外的所有筛选器。"
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -25948,7 +25960,7 @@ msgstr ""
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree inspector."
-msgstr "在检查器中按下[Object]的编辑按钮时触发。主要用于远程场景树检查器中。"
+msgstr "在检查器中按下 [Object] 的编辑按钮时触发。主要用于远程场景树检查器中。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is edited in the inspector."
@@ -25960,8 +25972,8 @@ msgid ""
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
-"当属性在检查器中被键入时触发。当切换动画面板时,可通过点击属性旁边的 \"键 "
-"\"图标对属性进行键控。"
+"当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图"
+"标为属性添加关键帧。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is selected in the inspector."
@@ -26069,7 +26081,7 @@ msgid ""
"built-in editor for this property, otherwise allows to insert a custom "
"editor before the built-in one."
msgstr ""
-"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承"
+"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承 "
"[EditorProperty]。返回 [code]true[/code]删除该属性的内置编辑器,否则允许在内"
"置编辑器之前插入一个自定义编辑器。"
@@ -26147,8 +26159,8 @@ msgid ""
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
-"返回编辑器用户 UI 的实际比例,[code]1.0[/code] 比例为 100%。这可以用来调整由"
-"插件添加的用户 UI 的位置和尺寸。\n"
+"返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来"
+"调整由插件添加的用户 UI 的位置和尺寸。\n"
"[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 "
"[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器"
"必须重新启动才能正确应用这些变化。"
@@ -29114,7 +29126,7 @@ msgid ""
"The global color saturation value of the rendered scene (default value is "
"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
-"渲染场景的全局色彩饱和度值,默认值为1。只有在 [code]adjustment_enabled[/"
+"渲染场景的全局色彩饱和度值(默认值为 1)。只有在 [code]adjustment_enabled[/"
"code] 为 [code]true[/code] 时才有效。"
#: doc/classes/Environment.xml
@@ -29557,7 +29569,7 @@ msgid ""
"The screen-space ambient occlusion bias. This should be kept high enough to "
"prevent \"smooth\" curves from being affected by ambient occlusion."
msgstr ""
-"屏幕空间环境光遮蔽偏差。该值应保持在足够高的水平,以防止“平滑”曲线受到环境光"
+"屏幕空间环境光遮蔽偏置。该值应保持在足够高的水平,以防止“平滑”曲线受到环境光"
"遮蔽的影响。"
#: doc/classes/Environment.xml
@@ -29593,13 +29605,13 @@ msgstr ""
msgid ""
"The primary screen-space ambient occlusion intensity. See also [member "
"ssao_radius]."
-msgstr "主要的屏幕空间环境光遮蔽强度。参阅[member ssao_radius]。"
+msgstr "主屏幕的空间环境光遮蔽强度。另请参阅 [member ssao_radius]。"
#: doc/classes/Environment.xml
msgid ""
"The secondary screen-space ambient occlusion intensity. See also [member "
"ssao_radius2]."
-msgstr "主要的屏幕空间环境光遮蔽强度。参阅 [member ssao_radius]。"
+msgstr "次屏幕的空间环境光遮蔽强度。另请参阅 [member ssao_radius2]。"
#: doc/classes/Environment.xml
msgid ""
@@ -31817,9 +31829,9 @@ msgid ""
"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
"somewhere on the line extending from the segment."
msgstr ""
-"返回由([code]s1[/code], [code]s2[/code])定义的二维线上最接近[code]point[/"
-"code]的二维点。返回的点可以在线段([code]s1[/code], [code]s2[/code])内,也可"
-"以在线段外,即在从线段延伸出来的某处。"
+"返回由 ([code]s1[/code], [code]s2[/code]) 定义的 2D 线上最接近 [code]point[/"
+"code] 的 2D 点。返回的点可以在线段 ([code]s1[/code], [code]s2[/code]) 内,也"
+"可以在线段外,即在从线段延伸出来的某处。"
#: doc/classes/Geometry.xml
msgid ""
@@ -35506,7 +35518,6 @@ msgid "A node with the ability to send HTTP(S) requests."
msgstr "具有发送 HTTP(S) 请求能力的节点。"
#: doc/classes/HTTPRequest.xml
-#, fuzzy
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] "
"internally.\n"
@@ -35601,7 +35612,7 @@ msgstr ""
" # 执行 POST 请求。截止到文档编写时,下面的 URL 会返回 JSON。\n"
" # 注意:请勿使用单个 HTTPRequest 节点进行连续请求。\n"
" # 下面的代码段仅供参考。\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -35773,14 +35784,16 @@ msgid ""
msgstr "允许的最大重定向数。用于防止无限重定向循环。"
#: doc/classes/HTTPRequest.xml
+#, fuzzy
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
"如果设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] 秒仍未[i]完成"
"[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请求,将 "
@@ -36013,7 +36026,7 @@ msgstr ""
msgid ""
"Stretches the image and enlarges it by a factor of 2. No interpolation is "
"done."
-msgstr "拉伸图像并将其放大2倍,不进行插值。"
+msgstr "拉伸图像并将其放大 2 倍,不进行插值。"
#: doc/classes/Image.xml
msgid "Fills the image with [code]color[/code]."
@@ -36053,7 +36066,7 @@ msgstr ""
"错误。\n"
"[b]注意:[/b]多级渐远纹理的生成是在 CPU 上完成的,是单线程的,并且[i]总是[/i]"
"在主线程上完成。这意味着在游戏过程中生成多级渐远纹理会导致明显的卡顿,即使从 "
-"[Thread] 调用[method generate_mipmaps]。"
+"[Thread] 调用 [method generate_mipmaps]。"
#: doc/classes/Image.xml
msgid "Returns a copy of the image's raw data."
@@ -36303,7 +36316,7 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Shrinks the image by a factor of 2."
-msgstr "将图像缩小2倍。"
+msgstr "将图像缩小 2 倍。"
#: doc/classes/Image.xml
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
@@ -36329,7 +36342,7 @@ msgstr "[Image] 资源允许的最大高度。"
#: doc/classes/Image.xml
msgid "Texture format with a single 8-bit depth representing luminance."
-msgstr "纹理格式,具有代表亮度的单一8位深度。"
+msgstr "纹理格式,具有代表亮度的单一 8 位深度。"
#: doc/classes/Image.xml
msgid ""
@@ -36407,16 +36420,16 @@ msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
-"OpenGL纹理格式[code]GL_RGB32F[/code],其中有三个部分,每个部分都是32位浮点"
-"值。"
+"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮"
+"点值。"
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
-"OpenGL纹理格式[code]GL_RGBA32F[/code],其中有四个部分,每个部分都是32位浮点"
-"值。"
+"OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个部分都是 32 位浮"
+"点值。"
#: doc/classes/Image.xml
msgid ""
@@ -36704,7 +36717,7 @@ msgstr "表示 [enum Format] 枚举的大小。"
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
-msgstr "执行最近邻插值.如果调整图像大小,它将被像素化."
+msgstr "执行最近邻插值。如果调整图像大小,它将被像素化。"
#: doc/classes/Image.xml
msgid ""
@@ -36721,8 +36734,8 @@ msgid ""
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
-"执行三次插值.如果调整图像大小,则图像将模糊.与[constant INTERPOLATE_BILINEAR]"
-"相比,此模式通常会产生更好的结果,但代价是速度较慢."
+"执行三次插值。如果调整图像大小,则图像将模糊。与 [constant "
+"INTERPOLATE_BILINEAR] 相比,此模式通常会产生更好的结果,但代价是速度较慢。"
#: doc/classes/Image.xml
msgid ""
@@ -36754,36 +36767,36 @@ msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
-"执行Lanczos插值.这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是在缩"
-"小图像时."
+"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是"
+"在缩小图像时。"
#: doc/classes/Image.xml
msgid "Image does not have alpha."
-msgstr "图片没有Alpha通道."
+msgstr "图片没有 Alpha 通道。"
#: doc/classes/Image.xml
msgid "Image stores alpha in a single bit."
-msgstr "图像将Alpha存储在单个bit中."
+msgstr "图像将 Alpha 存储在单个 bit 中。"
#: doc/classes/Image.xml
msgid "Image uses alpha."
-msgstr "图像使用阿尔法。"
+msgstr "图像使用 Alpha。"
#: doc/classes/Image.xml
msgid "Use S3TC compression."
-msgstr "使用S3TC压缩。"
+msgstr "使用 S3TC 压缩。"
#: doc/classes/Image.xml
msgid "Use PVRTC2 compression."
-msgstr "使用PVRTC2压缩。"
+msgstr "使用 PVRTC2 压缩。"
#: doc/classes/Image.xml
msgid "Use PVRTC4 compression."
-msgstr "使用PVRTC4压缩。"
+msgstr "使用 PVRTC4 压缩。"
#: doc/classes/Image.xml
msgid "Use ETC compression."
-msgstr "使用ETC压缩。"
+msgstr "使用 ETC 压缩。"
#: doc/classes/Image.xml
msgid "Use ETC2 compression."
@@ -37002,7 +37015,7 @@ msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Simple helper to draw an UV sphere with given latitude, longitude and radius."
-msgstr "用于绘制给定经纬度和半径的UV球体的简单辅助工具。"
+msgstr "用于绘制给定经纬度和半径的 UV 球体的简单辅助工具。"
#: doc/classes/ImmediateGeometry.xml
msgid ""
@@ -37022,11 +37035,11 @@ msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Clears everything that was drawn using begin/end."
-msgstr "清除使用begin/end绘制的一切内容。"
+msgstr "清除使用 begin/end 绘制的一切内容。"
#: doc/classes/ImmediateGeometry.xml
msgid "Ends a drawing context and displays the results."
-msgstr "结束正在绘制的context并显示其结果。"
+msgstr "结束正在绘制的上下文并显示其结果。"
#: doc/classes/ImmediateGeometry.xml
msgid "The current drawing color."
@@ -37078,10 +37091,10 @@ msgid ""
"[method parse_input_event] instead."
msgstr ""
"这将模拟按下指定的按键动作。\n"
-"强度可以用于非布尔运算的动作,它的范围在0 到 1之间,代表给定动作的力度。\n"
-"[b]注意:[/b]这个方法不会引起任何[method Node._input]调用。它旨在与[method "
-"is_action_pressed]和[method is_action_just_pressed]一起使用。如果你想模拟"
-"[code]_input[/code],请使用[method parse_input_event]代替。"
+"强度可以用于非布尔运算的动作,它的范围在 0 到 1 之间,代表给定动作的力度。\n"
+"[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 "
+"[method is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果"
+"你想模拟 [code]_input[/code],请使用 [method parse_input_event] 代替。"
#: doc/classes/Input.xml
msgid "If the specified action is already pressed, this will release it."
@@ -37170,8 +37183,8 @@ msgid ""
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
"通过指定两个动作来获取轴的输入,一个是负的,一个是正的。\n"
-"这是写[code]Input.get_action_strength(\"positive_action\")-Input."
-"get_action_strength(\"negative_action\")[/code]的简写。"
+"这是 [code]Input.get_action_strength(\"positive_action\")-Input."
+"get_action_strength(\"negative_action\")[/code] 的简写。"
#: doc/classes/Input.xml
msgid ""
@@ -37181,7 +37194,7 @@ msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。"
#: doc/classes/Input.xml
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
-msgstr "返回当前指定的光标形状(参阅 [enum CursorShape])。"
+msgstr "返回当前指定的光标形状(见 [enum CursorShape])。"
#: doc/classes/Input.xml
msgid ""
@@ -37192,11 +37205,11 @@ msgid ""
"measurement for each axis is m/s² while on iOS it's a multiple of the "
"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
-"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回[constant Vector3."
+"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回 [constant Vector3."
"ZERO]。\n"
-"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,它总是返回"
-"[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS上,它是"
-"地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。"
+"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,它总是返回 "
+"[constant Vector3.ZERO]。在 Android 上,每个轴的测量单位是 m/s²,而在 iOS "
+"上,它是地球重力加速度的倍数 [code]g[/code](~9.81 m/s²)。"
#: doc/classes/Input.xml
msgid ""
@@ -37206,16 +37219,16 @@ msgid ""
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
-"如果设备有陀螺仪传感器,则返回围绕设备X、Y、Z轴的旋转速率,单位为rad/s。否"
-"则,该方法返回[constant Vector3.ZERO]。\n"
-"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,总是返回[constant "
-"Vector3.ZERO]。"
+"如果设备有陀螺仪传感器,则返回围绕设备 X、Y、Z 轴的旋转速率,单位为 rad/s。否"
+"则,该方法返回 [constant Vector3.ZERO]。\n"
+"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,总是返回 "
+"[constant Vector3.ZERO]。"
#: doc/classes/Input.xml
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoystickList])."
-msgstr "返回给定索引的游戏手柄轴的当前值,参阅[enum JoystickList]。"
+msgstr "返回给定索引的游戏手柄轴的当前值(见 [enum JoystickList])。"
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
@@ -37236,15 +37249,16 @@ msgid ""
"Receives a gamepad button from [enum JoystickList] and returns its "
"equivalent name as a string."
msgstr ""
-"从[enum JoystickList]中接收游戏手柄按钮,并将其对应的名称作为一个字符串返回。"
+"从 [enum JoystickList] 中接收游戏手柄按钮,并将其对应的名称作为一个字符串返"
+"回。"
#: doc/classes/Input.xml
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
msgstr ""
-"在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回 "
-"[code]\"Default Gamepad\"[/code]默认游戏手柄。"
+"在使用游戏手柄重映射的平台上返回一个 SDL2 兼容的设备 GUID。否则返回 "
+"[code]\"Default Gamepad\"[/code] 默认游戏手柄。"
#: doc/classes/Input.xml
msgid "Returns the name of the joypad at the specified device index."
@@ -37485,7 +37499,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Removes all mappings from the internal database that match the given GUID."
-msgstr "从内部数据库中删除与给定GUID匹配的所有映射."
+msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。"
#: doc/classes/Input.xml
msgid ""
@@ -37495,9 +37509,9 @@ msgid ""
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
-"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在"
-"PC上的编辑器中。\n"
-"[b]注意:[/b]这个值在Android和iOS上可立即被硬件传感器的值所覆盖。"
+"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在 "
+"PC 上的编辑器中。\n"
+"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。"
#: doc/classes/Input.xml
msgid ""
@@ -37532,7 +37546,7 @@ msgid ""
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
-"设置视窗中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
+"设置该视区中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
"[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control."
"mouse_default_cursor_shape]。\n"
"[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。"
@@ -37639,16 +37653,18 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
"如果为 [code]true[/code],会对操作系统发送的类似输入事件进行累积。当启用输入"
"累积时,在一帧中产生的所有输入事件将被合并,并在该帧完成渲染时发出。因此,这"
"限制了每秒的输入方法调用次数,使之与渲染FPS相一致。\n"
-"输入累加在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微"
+"输入累积在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微"
"更精确及更灵敏的输入。在需要自由绘制线条的应用中,一般应用在用户绘制线条时禁"
-"用输入累加,以获得紧跟实际输入的结果。"
+"用输入累加,以获得紧跟实际输入的结果。\n"
+"[b]注意:[/b]默认[i]禁用[/i]输入累积是出于向后兼容的缘故。然而我们推荐那些不"
+"需要非常活跃输入的游戏将其启用,能够降低 CPU 占用。"
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
@@ -38056,7 +38072,8 @@ msgstr ""
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time."
-msgstr "存储关于操纵杆运动的信息。一个[InputEventJoypadMotion]一次代表一个轴。"
+msgstr ""
+"存储关于操纵杆运动的信息。一个 [InputEventJoypadMotion] 一次代表一个轴。"
#: doc/classes/InputEventJoypadMotion.xml
msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
@@ -38377,28 +38394,41 @@ msgstr "鼠标移动事件的输入事件类型。"
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。见 [method Node._input]。\n"
-"[b]注意:[/b]默认情况下,这个事件最多只能在每一帧渲染中发出一次。如果你需要更"
-"精确的输入报告,请将 [member Input.use_accumulated_input] 设为 [code]false[/"
-"code],让事件尽可能频繁地发射。如果你使用 InputEventMouseMotion 来画线,请考"
-"虑同时实现 [url=https://en.wikipedia.org/wiki/"
-"Bresenham%27s_line_algorithm]Bresenham 的线条算法[/url],以避免在用户快速移动"
-"鼠标时出现可见的线条空隙。"
+"[b]注意:[/b]默认情况下,这个事件能够每帧发出多次,提供更精确的输入报告,但代"
+"价是更高的 CPU 占用。你可以将 [member Input.use_accumulated_input] 设为 "
+"[code]true[/code],将每帧中的多个事件合并为单个事件进行发送。\n"
+"[b]注意:[/b]如果你使用 InputEventMouseMotion 来画线,请考虑同时实现"
+"[url=https://zh.wikipedia.org/zh-cn/"
+"%E5%B8%83%E9%9B%B7%E6%A3%AE%E6%BC%A2%E5%A7%86%E7%9B%B4%E7%B7%9A%E6%BC%94%E7%AE%97%E6%B3%95]"
+"布雷森汉姆直线算法[/url],以避免在用户快速移动鼠标时出现可见的线条空隙。"
#: doc/classes/InputEventMouseMotion.xml
msgid "Mouse and input coordinates"
msgstr "鼠标和输入坐标"
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"返回键盘布局的数量。\n"
+"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。"
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -38540,15 +38570,15 @@ msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
-msgstr "给一个动作添加一个[InputEvent]。这个[InputEvent]将触发这个动作。"
+msgstr "给某个动作添加一个 [InputEvent]。这个 [InputEvent] 将触发这个动作。"
#: doc/classes/InputMap.xml
msgid "Removes an [InputEvent] from an action."
-msgstr "从一个动作中删除一个[InputEvent]。"
+msgstr "从某个动作中删除一个 [InputEvent]。"
#: doc/classes/InputMap.xml
msgid "Removes all events from an action."
-msgstr "从动作中删除所有事件。"
+msgstr "从某个动作中删除所有事件。"
#: doc/classes/InputMap.xml
msgid "Returns a deadzone value for the action."
@@ -38558,7 +38588,7 @@ msgstr "返回该操作的死区值。"
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
-msgstr "如果该动作有给定的[InputEvent]与之相关,则返回 [code]true[/code]。"
+msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid "Sets a deadzone value for the action."
@@ -38571,12 +38601,13 @@ msgid ""
"An [InputEvent] can then be added to this action with [method "
"action_add_event]."
msgstr ""
-"在[InputMap]上添加一个空的动作,有一个可配置的死区[code]deadzone[/code]。\n"
-"然后可以用[method action_add_event]给这个动作添加一个[InputEvent]。"
+"在 [InputMap] 上添加一个空的动作,有一个可配置的死区 [code]deadzone[/"
+"code]。\n"
+"然后可以用 [method action_add_event] 给这个动作添加一个 [InputEvent]。"
#: doc/classes/InputMap.xml
msgid "Removes an action from the [InputMap]."
-msgstr "从[InputMap]中删除一个动作。"
+msgstr "从 [InputMap] 中删除一个动作。"
#: doc/classes/InputMap.xml
msgid ""
@@ -38610,21 +38641,21 @@ msgstr ""
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
-msgstr "返回[InputMap]中所有动作的数组。"
+msgstr "返回 [InputMap] 中所有动作的数组。"
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
-msgstr "如果[InputMap]有一个给定名称的注册动作,返回 [code]true[/code]。"
+msgstr "如果 [InputMap] 有一个给定名称的注册动作,返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
-"清除[InputMap]中的所有[InputEventAction],并从[ProjectSettings]项目设置中重新"
-"加载它。"
+"清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置"
+"中重新加载它。"
#: doc/classes/InstancePlaceholder.xml
msgid "Placeholder for the root [Node] of a [PackedScene]."
@@ -38663,7 +38694,7 @@ msgid ""
"Object.call_deferred] if calling from a thread."
msgstr ""
"获取调用 [method replace_by_instance] 时默认加载的 [PackedScene] 资源文件的路"
-"径。不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。"
+"径。不是线程安全的。如果从线程调用,请使用 [method Object.call_deferred]。"
#: doc/classes/InstancePlaceholder.xml
msgid ""
@@ -38757,7 +38788,7 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid "[i]Deprecated.[/i] Camera which moves toward another node."
-msgstr "[i] 已弃用。[/i] 向另一个节点移动的相机。"
+msgstr "[i] 已弃用。[/i]向另一个节点移动的相机。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -38767,10 +38798,10 @@ msgid ""
"If it is not [member enabled] or does not have a valid target set, "
"InterpolatedCamera acts like a normal Camera."
msgstr ""
-"[i]已经弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种[Camera],可以平稳地移"
+"[i]已弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种 [Camera],可以平稳地移"
"动,以匹配目标节点的位置和旋转。\n"
-"如果它不是[member enabled]或没有有效的目标集,InterpolatedCamera 的行为就像一"
-"个正常的相机。"
+"如果它不是 [member enabled] 或没有有效的目标集,InterpolatedCamera 的行为就像"
+"一个正常的相机。"
#: doc/classes/InterpolatedCamera.xml
msgid "Sets the node to move toward and orient with."
@@ -38783,10 +38814,9 @@ msgid ""
msgstr "如果为 [code]true[/code],并且设置了目标,相机将自动移动。"
#: doc/classes/InterpolatedCamera.xml
-#, fuzzy
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
-msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。"
+msgstr "该相机的处理回调。见 [enum InterpolatedCameraProcessMode]。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -38796,7 +38826,7 @@ msgstr "相机向其目标移动的速度。较高的值将导致相机的运动
#: doc/classes/InterpolatedCamera.xml
msgid "The target's [NodePath]."
-msgstr "目标的[NodePath]。"
+msgstr "目标的 [NodePath]。"
#: doc/classes/IntervalTweener.xml
msgid "Creates an idle interval in a [SceneTreeTween] animation."
@@ -38847,7 +38877,7 @@ msgstr ""
#: doc/classes/IP.xml
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
-msgstr "以数组形式返回所有用户的当前IPv4和IPv6地址。"
+msgstr "以数组形式返回所有用户的当前 IPv4 和 IPv6 地址。"
#: doc/classes/IP.xml
msgid ""
@@ -38905,8 +38935,8 @@ msgid ""
"method). The address type returned depends on the [enum Type] constant given "
"as [code]ip_type[/code]."
msgstr ""
-"在解析时返回一个给定的主机名的IPv4或IPv6地址(阻塞类型方法)。返回的地址类型"
-"取决于作为[code]ip_type[/code]的[enum Type]常量。"
+"在解析时返回一个给定的主机名的 IPv4 或 IPv6 地址(阻塞类型方法)。返回的地址"
+"类型取决于作为 [code]ip_type[/code] 的 [enum Type] 常量。"
#: doc/classes/IP.xml
msgid ""
@@ -38947,7 +38977,7 @@ msgid ""
"Maximum number of concurrent DNS resolver queries allowed, [constant "
"RESOLVER_INVALID_ID] is returned if exceeded."
msgstr ""
-"允许的最大并发DNS解析器查询数量,如果超过,则返回[constant "
+"允许的最大并发 DNS 解析器查询数量,如果超过,则返回 [constant "
"RESOLVER_INVALID_ID]。"
#: doc/classes/IP.xml
@@ -38978,7 +39008,6 @@ msgid ""
msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。"
#: doc/classes/ItemList.xml
-#, fuzzy
msgid ""
"This control provides a selectable list of items that may be in a single (or "
"multiple columns) with option of text, icons, or both text and icon. "
@@ -39008,12 +39037,19 @@ msgstr ""
"本、图标或同时选择文本和图标。支持工具提示,列表中的每个项目都可以是不同"
"的。\n"
"列表中可选择的项目可以被选择或取消选择,并且可以启用多重选择。用鼠标右键选择"
-"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按Enter回车"
-"键来 \"激活\"。\n"
-"项目文本只支持单行字符串,字符串中的换行字符(例如[code]\\n[/code])不会产生"
-"换行。在[constant ICON_MODE_TOP]模式下,文本自适应(warp)是启用的,但默认情况"
-"下会调整列的宽度以完全适合其内容。你需要设置[member fixed_column_width]大于0"
-"来包住文本。"
+"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按回车键"
+"来“激活”。\n"
+"项目文本只支持单行字符串,字符串中的换行字符(例如 [code]\\n[/code])不会产生"
+"换行。文本换行会在 [constant ICON_MODE_TOP] 模式下启用,但默认情况下会调整列"
+"的宽度以完全适合其内容。你需要将 [member fixed_column_width] 设为大于 0 的值"
+"才能让文本换行。\n"
+"[b]增量搜索:[/b]与 [PopupMenu] 和 [Tree] 类似,[ItemList] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/ItemList.xml
msgid "Adds an item to the item list with no text, only an icon."
@@ -39026,9 +39062,9 @@ msgid ""
"with no icon.\n"
"If selectable is [code]true[/code], the list item will be selectable."
msgstr ""
-"将一个项目添加到项目列表中,并指定文本。指定一个图标[code]icon[/code],或者图"
-"标[code]icon[/code]使用空[code]null[/code]作为没有图标的列表项。\n"
-"如果可选择填[code]true[/code],列表项将是可选择的。"
+"将一个项目添加到项目列表中,并指定文本。指定一个图标 [code]icon[/code],或者"
+"图标 [code]icon[/code] 使用空 [code]null[/code] 作为没有图标的列表项。\n"
+"如果可选择填 [code]true[/code],列表项将是可选择的。"
#: doc/classes/ItemList.xml
msgid "Removes all items from the list."
@@ -39059,13 +39095,13 @@ msgstr "返回当前列表中的项目数。"
msgid ""
"Returns the custom background color of the item specified by [code]idx[/"
"code] index."
-msgstr "返回由[code]idx[/code]索引指定的项目的自定义背景颜色。"
+msgstr "返回由 [code]idx[/code] 索引指定的项目的自定义背景颜色。"
#: doc/classes/ItemList.xml
msgid ""
"Returns the custom foreground color of the item specified by [code]idx[/"
"code] index."
-msgstr "返回由[code]idx[/code]索引指定项目的自定义前景颜色。"
+msgstr "返回由 [code]idx[/code] 索引指定项目的自定义前景颜色。"
#: doc/classes/ItemList.xml
msgid "Returns the icon associated with the specified index."
@@ -39073,13 +39109,13 @@ msgstr "返回与指定索引相关的图标。"
#: doc/classes/ItemList.xml
msgid "Returns a [Color] modulating item's icon at the specified index."
-msgstr "返回指定索引处的[Color]颜色调制(modulating) 项的图标。"
+msgstr "返回指定索引处的 [Color] 颜色调制项的图标。"
#: doc/classes/ItemList.xml
msgid ""
"Returns the region of item's icon used. The whole icon will be used if the "
"region has no area."
-msgstr "返回项目图标的使用区域。如果该区域大小为0,整个图标将被使用。"
+msgstr "返回项目图标的使用区域。如果该区域大小为 0,整个图标将被使用。"
#: doc/classes/ItemList.xml
msgid "Returns the metadata value of the specified index."
@@ -39159,13 +39195,13 @@ msgstr ""
msgid ""
"Sets the background color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
-msgstr "将[code]idx[/code]索引指定的项目的背景色设置为指定的颜色[Color]。"
+msgstr "将 [code]idx[/code] 索引指定的项目的背景色设置为指定的颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets the foreground color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
-msgstr "将[code]idx[/code]索引指定项目的前景颜色设置为指定的颜色[Color]。"
+msgstr "将 [code]idx[/code] 索引指定项目的前景颜色设置为指定的颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39174,17 +39210,17 @@ msgid ""
"(when double-clicking or pressing Enter)."
msgstr ""
"禁用(或启用)指定索引上的项目。\n"
-"禁用的项目不能被选中,也不会触发激活信号(当双击或按Enter回车键)。"
+"禁用的项目不能被选中,也不会触发激活信号(当双击或按回车键)。"
#: doc/classes/ItemList.xml
msgid ""
"Sets (or replaces) the icon's [Texture] associated with the specified index."
-msgstr "设置(或替换)与指定索引相关的图标的纹理[Texture]。"
+msgstr "设置(或替换)与指定索引相关的图标的纹理 [Texture]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
-msgstr "设置与指定索引相关的项目的调制颜色[Color]。"
+msgstr "设置与指定索引相关的项目的调制颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39263,19 +39299,20 @@ msgid ""
"affected."
msgstr ""
"所有图标将被调整到的尺寸。\n"
-"如果X或Y分量不大于0,图标的大小将不会受到影响。"
+"如果 X 或 Y 分量不大于 0,图标的大小将不会受到影响。"
#: doc/classes/ItemList.xml
msgid ""
"The icon position, whether above or to the left of the text. See the [enum "
"IconMode] constants."
-msgstr "图标的位置,是在文本的上方还是在文本的左边。参阅[enum IconMode]常量。"
+msgstr ""
+"图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。"
#: doc/classes/ItemList.xml
msgid ""
"The scale of icon applied after [member fixed_icon_size] and transposing "
"takes effect."
-msgstr "在[member fixed_icon_size]和转置生效后应用的图标比例。"
+msgstr "在 [member fixed_icon_size] 和转置生效后应用的图标比例。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39320,7 +39357,7 @@ msgstr "允许单选或多选。参阅[enum SelectMode]常量。"
msgid ""
"Triggered when specified list item is activated via double-clicking or by "
"pressing Enter."
-msgstr "当指定的列表项目通过双击或按Enter激活时触发。"
+msgstr "当指定的列表项目通过双击或按回车键激活时触发。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39352,7 +39389,7 @@ msgstr "在允许多选的列表上更改多选时触发。"
msgid ""
"Triggered when a left mouse click is issued within the rect of the list but "
"on empty space."
-msgstr "当鼠标左键在列表的矩形(rect)范围内但在空白处单击时,会被触发。"
+msgstr "当鼠标左键在列表的矩形范围内但在空白处单击时,会被触发。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39360,8 +39397,8 @@ msgid ""
"on empty space.\n"
"[member allow_rmb_select] must be enabled."
msgstr ""
-"当在列表的矩形(rect)范围内但在空白处单击鼠标右键时被触发。\n"
-"[member allow_rmb_select]必须被启用。"
+"当在列表的矩形范围内但在空白处单击鼠标右键时被触发。\n"
+"[member allow_rmb_select] 必须被启用。"
#: doc/classes/ItemList.xml
msgid "Icon is drawn above the text."
@@ -39377,7 +39414,7 @@ msgstr "仅允许选择单个项目。"
#: doc/classes/ItemList.xml
msgid "Allows selecting multiple items by holding Ctrl or Shift."
-msgstr "允许通过按住Ctrl或Shift选择多个项目。"
+msgstr "允许通过按住 Ctrl 或 Shift 选择多个项目。"
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Default text [Color] of the item."
@@ -39385,7 +39422,7 @@ msgstr "项目的默认文本颜色 [Color]。"
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Text [Color] used when the item is selected."
-msgstr "选择项目时使用的文本颜色[Color]。"
+msgstr "选择项目时使用的文本颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39421,27 +39458,27 @@ msgstr "[ItemList] 的默认样式盒 [StyleBox],即在控件未获得焦点
#: doc/classes/ItemList.xml
msgid "[StyleBox] used when the [ItemList] is being focused."
-msgstr "当[ItemList]被聚焦时使用的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 被聚焦时使用的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
-msgstr "当[ItemList]被聚焦时,用于光标的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 被聚焦时,用于光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
-msgstr "当[ItemList]没有被聚焦时,用于光标的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 没有被聚焦时,用于光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
-msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
-msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -39670,7 +39707,7 @@ msgstr "创建 Android 插件"
#: doc/classes/Joint.xml
msgid "Base class for all 3D joints."
-msgstr "所有3D关节的基类。"
+msgstr "所有 3D 关节的基类。"
#: doc/classes/Joint.xml
msgid ""
@@ -39694,11 +39731,11 @@ msgstr "如果为 [code]true[/code],则节点的两个主体无法相互碰撞
#: doc/classes/Joint.xml
msgid "The node attached to the first side (A) of the joint."
-msgstr "连接到关节第一侧(A)的节点。"
+msgstr "连接到关节第一侧(A)的节点。"
#: doc/classes/Joint.xml
msgid "The node attached to the second side (B) of the joint."
-msgstr "连接到关节第二侧(B)的节点。"
+msgstr "连接到关节第二侧(B)的节点。"
#: doc/classes/Joint.xml
msgid ""
@@ -39957,9 +39994,9 @@ msgid ""
"- [code]params[/code]: An array or dictionary of parameters being passed to "
"the method."
msgstr ""
-"返回JSON-RPC通知形式的字典。通知是一次性的信息,不需要有响应。\n"
-"- [code]method[/code]:被调用的方法的名称。\n"
-"- [code]params[/code]:传递给该方法的参数的数组或字典。"
+"返回 JSON-RPC 通知形式的字典。通知是一次性的信息,不需要有响应。\n"
+"- [code]method[/code]:被调用的方法的名称。\n"
+"- [code]params[/code]:传递给该方法的参数的数组或字典。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -39972,11 +40009,11 @@ msgid ""
"- [code]id[/code]: Uniquely identifies this request. The server is expected "
"to send a response with the same ID."
msgstr ""
-"以JSON-RPC请求的形式返回字典。请求被发送到服务器,并期望得到响应。ID 字段用于"
-"服务器指定它正在响应的确切请求。\n"
-"- [code]method[/code]:被调用的方法的名称。\n"
-"- [code]params[/code]:传递给该方法的参数的数组或字典。\n"
-"- [code]id[/code]:唯一标识此请求。服务器应发送具有相同 ID 的响应。"
+"以 JSON-RPC 请求的形式返回字典。请求被发送到服务器,并期望得到响应。ID 字段用"
+"于服务器指定它正在响应的确切请求。\n"
+"- [code]method[/code]:被调用的方法的名称。\n"
+"- [code]params[/code]:传递给该方法的参数的数组或字典。\n"
+"- [code]id[/code]:唯一标识此请求。服务器应发送具有相同 ID 的响应。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -40016,9 +40053,8 @@ msgid ""
"[code]action[/code]: The action to be run, as a Dictionary in the form of a "
"JSON-RPC request or notification."
msgstr ""
-"给定采用 JSON-RPC 请求形式的字典:解压请求并运行它。通过查看名为 \"method\" "
-"的字段并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方"
-"法。\n"
+"给定采用 JSON-RPC 请求形式的字典:解压请求并运行它。通过查看名为“method”的字"
+"段并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方法。\n"
"要添加新的受支持方法,请扩展 JSONRPC 类并在你的子类上调用 [method "
"process_action]。\n"
"[code]action[/code]:要运行的动作,作为 JSON-RPC 请求或通知形式的字典。"
@@ -40217,8 +40253,8 @@ msgid ""
"platform's motion, it will always be first in the slide collisions."
msgstr ""
"沿着向量移动物体。如果这个物体与另一个物体相撞,它将沿着另一个物体滑动,而不"
-"是立即停止。如果另一个物体是[KinematicBody]或[RigidBody],它也会被另一个物体"
-"的运动所影响。你可以用它来制作移动和旋转的平台,或者让节点推动其他节点。\n"
+"是立即停止。如果另一个物体是 [KinematicBody] 或 [RigidBody],它也会被另一个物"
+"体的运动所影响。你可以用它来制作移动和旋转的平台,或者让节点推动其他节点。\n"
"这个方法应该在 [method Node._physics_process] 中使用,或者在被 [method Node."
"_physics_process] 调用的方法中使用,因为它在计算时,自动使用物理步骤的 "
"[code]delta[/code] 值。否则,模拟将以不正确的速度运行。\n"
@@ -40411,7 +40447,7 @@ msgid ""
"value is always positive and only valid after calling [method "
"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
msgstr ""
-"根据[code]up_direction[/code]返回最后一个碰撞点的地板碰撞角度,默认为"
+"根据 [code]up_direction[/code] 返回最后一个碰撞点的地板碰撞角度,默认为 "
"[code]Vector2.UP[/code]。此值始终为正值,并且仅在调用 [method "
"move_and_slide] 后且当 [method is_on_floor] 返回 [code]true[/code] 时有效。"
@@ -40421,8 +40457,8 @@ msgid ""
"latest collision that occurred during the last call to [method "
"move_and_slide]."
msgstr ""
-"返回[KinematicCollision2D],它包含在最后一次调用[method move_and_slide]时发生"
-"的最新碰撞信息。"
+"返回 [KinematicCollision2D],它包含在最后一次调用 [method move_and_slide] 时"
+"发生的最新碰撞信息。"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -40570,9 +40606,9 @@ msgid ""
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
-"包含[KinematicBody]碰撞的碰撞数据。当[KinematicBody]使用[method "
-"KinematicBody.move_and_collide]移动时,如果它检测到与另一个物体的碰撞就会停"
-"止。如果检测到碰撞,将返回一个KinematicCollision对象。\n"
+"包含 [KinematicBody] 碰撞的碰撞数据。当 [KinematicBody] 使用 [method "
+"KinematicBody.move_and_collide] 移动时,如果它检测到与另一个物体的碰撞就会停"
+"止。如果检测到碰撞,将返回一个 KinematicCollision 对象。\n"
"这个对象包含关于碰撞的信息,包括碰撞的物体、剩余的运动和碰撞的位置。这些信息"
"可以用来计算碰撞响应。"
@@ -40581,8 +40617,8 @@ msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector3.UP[/code] by default. This value is always positive."
msgstr ""
-"根据[code]up_direction[/code]的碰撞角度,默认为[code]Vector3.UP[/code]。这个"
-"值总是为正。"
+"根据 [code]up_direction[/code] 的碰撞角度,默认为 [code]Vector3.UP[/code]。这"
+"个值总是为正。"
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body."
@@ -40819,19 +40855,19 @@ msgstr "通过展开行来对齐整个文本。"
#: doc/classes/Label.xml
msgid "Default text [Color] of the [Label]."
-msgstr "[Label]标签的默认文本颜色[Color]。"
+msgstr "[Label] 标签的默认文本颜色 [Color]。"
#: doc/classes/Label.xml
msgid "[Color] of the text's shadow effect."
-msgstr "文本阴影效果的颜色[Color]。"
+msgstr "文本阴影效果的颜色 [Color]。"
#: doc/classes/Label.xml
msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
-msgstr "[Font]轮廓的色调。参阅[member DynamicFont.outline_color]。"
+msgstr "[Font] 轮廓的色调。见 [member DynamicFont.outline_color]。"
#: doc/classes/Label.xml
msgid "Vertical space between lines in multiline [Label]."
-msgstr "多行[Label]中各行之间的垂直空间。"
+msgstr "多行 [Label] 中各行之间的垂直空间。"
#: doc/classes/Label.xml
msgid ""
@@ -41169,7 +41205,7 @@ msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行
#: doc/classes/Light.xml
msgid "The light's bake mode. See [enum BakeMode]."
-msgstr "灯光的烘焙模式。参阅[enum BakeMode]。"
+msgstr "灯光的烘焙模式。见 [enum BakeMode]。"
#: doc/classes/Light.xml
msgid ""
@@ -43605,11 +43641,14 @@ msgid ""
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
+"返回该 [Mesh] 资源上某个表面的 [Material] 覆盖项。\n"
+"[b]注意:[/b]这个函数只会返回与这个 [MeshInstance] 相关联的[i]覆盖[/i]材质。"
+"要获取与该 [Mesh] 相关联的材质,请考虑使用 [method get_active_material] 或 "
+"[method Mesh.surface_get_material]。"
#: doc/classes/MeshInstance.xml
-#, fuzzy
msgid "Returns the number of surface override materials."
-msgstr "返回表面材质的数量。"
+msgstr "返回表面材质覆盖项的数量。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -43664,6 +43703,8 @@ msgid ""
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
+"设置该 [Mesh] 资源的指定表面的 [Material] 覆盖项。这个材质会与这个 "
+"[MeshInstance] 关联,而不是与 [Mesh] 资源关联。"
#: doc/classes/MeshInstance.xml
msgid "The [Mesh] resource for the instance."
@@ -44658,7 +44699,6 @@ msgid "Mesh-based navigation and pathfinding node."
msgstr "基于网格的导航和寻路节点。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44669,6 +44709,8 @@ msgid ""
"class also assists with aligning navigation agents with the meshes they are "
"navigating on."
msgstr ""
+"[i]已弃用。[/i][Navigation] 节点和 [method get_simple_path] 已弃用,会在将来"
+"的版本中移除。请用 [method NavigationServer.map_get_path] 替代。\n"
"在 [NavigationMesh] 的集合中提供导航和寻路功能。默认情况下,这些将自动从子 "
"[NavigationMeshInstance] 节点中收集。除了基本的寻路之外,这个类还能帮助导航代"
"理与其所导航的网格对齐。"
@@ -44716,7 +44758,6 @@ msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
msgstr "返回这个导航地图在 [NavigationServer] 上的 [RID]。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44726,6 +44767,8 @@ msgid ""
"agent properties associated with each [NavigationMesh] (radius, height, "
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
+"[i]已弃用。[/i][Navigation] 节点和 [method get_simple_path] 已弃用,会在将来"
+"的版本中移除。请用 [method NavigationServer.map_get_path] 替代。\n"
"返回两个给定点之间的路径。点都是在局部坐标空间中的。如果 [code]optimize[/"
"code] 为 [code]true[/code](默认),则计算路径时会考虑每个 [NavigationMesh] "
"所关联的代理的属性(半径、高度等),否则会被忽略。"
@@ -44770,7 +44813,6 @@ msgid "2D navigation and pathfinding node."
msgstr "2D 导航和寻路节点。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44779,6 +44821,8 @@ msgid ""
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
msgstr ""
+"[i]已弃用。[/i][Navigation2D] 节点和 [method get_simple_path] 已弃用,会在将"
+"来的版本中移除。请用 [method Navigation2DServer.map_get_path] 替代。\n"
"Navigation2D 在 2D 区域内提供导航和寻路,该区域以 [NavigationPolygon] 资源合"
"集的形式指定。默认情况下,这些资源是自动从子项 [NavigationPolygonInstance] 节"
"点中收集的。"
@@ -44798,7 +44842,6 @@ msgstr ""
"[NavigationPolygonInstance]。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44807,6 +44850,8 @@ msgid ""
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
msgstr ""
+"[i]已弃用。[/i][Navigation2D] 节点和 [method get_simple_path] 已弃用,会在将"
+"来的版本中移除。请用 [method Navigation2DServer.map_get_path] 替代。\n"
"返回两个给定点之间的路径。点是在局部坐标空间中的。如果 [code]optimize[/code] "
"为 [code]true[/code](默认值),路径将尽可能地合并路径段,从而平滑。"
@@ -44973,6 +45018,8 @@ msgid ""
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
+"返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 "
+"2D 和 3D 导航地图,因为理论上它们之间是没有区别的。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
@@ -45006,6 +45053,21 @@ msgid ""
"but it can also introduce bugs if used inappropriately without much "
"foresight."
msgstr ""
+"这个函数会立即强制进行指定导航地图的同步,参数 [code]map[/code] 为 [RID] 类"
+"型。默认情况下,导航地图仅会在每个物理帧的末尾进行同步。这个函数可用于立即"
+"(重新)计算该导航地图的所有导航网格和地区连接。这样就能够在修改地图后,在同"
+"一帧中立即对导航路径进行查询(需要时可以进行多次同步)。\n"
+"由于技术上的限制,当前的 NavigationServer 命令队列会被清空。这意味着所有已在"
+"当前物理帧中入队的命令都会被执行,即便这些命令与指定的地图无关,针对的是其他"
+"地图、地区、代理。消耗较大的导航网格以及地区连接的计算只会对指定的地图进行。"
+"其他地图会在该物理帧的末尾进行常规的同步。如果指定的地图在进行强制更新后又收"
+"到了修改,那么它也会在其他地图更新时受到更新。\n"
+"这个函数不会触及避障处理以及 [code]safe_velocity[/code] 信号的分发,这些还是"
+"会在该物理帧的末尾针对所有地图的代理进行处理。\n"
+"[b]注意:[/b]能力越大,责任越大。只有真正明白自己在干什么的用户才应该在真正有"
+"需要时使用这个函数。强制进行导航地图的立即更新需要对 NavigationServer 加锁并"
+"清空整个 NavigationServer 的命令队列。这样做不仅会大幅影响游戏的性能,如果使"
+"用不当、缺乏远见,还可能引入 bug。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -45139,6 +45201,15 @@ msgid ""
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
+"如果给出的世界空间坐标点 [code]point[/code] 目前由给出的导航地区 "
+"[code]region[/code] 拥有,则返回 [code]true[/code]。这里的“拥有”指的是该地区"
+"的导航网格多边形面中包含这个可能的位置,并且与给出的地区的导航地区上所有其他"
+"导航地区的导航网格相比,它与这个点的距离是最近的。\n"
+"如果有多个导航网格包含这个点并且距离相等,哪个导航地区的多边形先被处理,那个"
+"导航地区就获取所有权。多边形的处理顺序与导航地区在 NavigationServer 上的注册"
+"顺序一致。\n"
+"[b]注意:[/b]如果不同导航地区的导航网格存在重叠(通常应当避免),可能得到预料"
+"之外的结果。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -45405,6 +45476,10 @@ msgid ""
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
+"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个"
+"路径点,到达某个区域内即可。如果这个值设得太大,该 NavigationAgent 将跳过路径"
+"上的点,可能导致其离开该导航网格。如果这个值设得太小,该 NavigationAgent 将陷"
+"入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45424,6 +45499,11 @@ msgid ""
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
+"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
+"neighbor_dist] 控制)。\n"
+"不会影响正常的寻路。要修改角色的寻路半径,请在烘焙 [NavigationMesh] 资源时使"
+"用不同的 [member NavigationMesh.agent_radius] 属性,针对不同的角色大小使用不"
+"同的导航地图。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45434,6 +45514,9 @@ msgid ""
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
+"距离阈值,用于确定是否已到达最终的目标点。使用这个值,代理就不必精确地到达最"
+"终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新"
+"寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45555,6 +45638,9 @@ msgid ""
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
+"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
+"neighbor_dist] 控制)。\n"
+"不会影响正常的寻路。"
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
@@ -45694,11 +45780,11 @@ msgstr ""
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
-msgstr ""
+msgstr "如果烘焙 [AABB] 存在体积,对该导航网格的烘焙会被限制在其内部区域中。"
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
-msgstr ""
+msgstr "应用于 [member filter_baking_aabb] [AABB] 的位置偏移量。"
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -45871,7 +45957,6 @@ msgid "Helper class for creating and clearing navigation meshes."
msgstr "对导航网格进行创建和清理的辅助类。"
#: doc/classes/NavigationMeshGenerator.xml
-#, fuzzy
msgid ""
"This class is responsible for creating and clearing 3D navigation meshes "
"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
@@ -45931,7 +46016,11 @@ msgstr ""
"象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 "
"[NavigationMesh] 代理行走的地形。\n"
"然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 "
-"[NavigationMeshInstance] 使用。"
+"[NavigationMeshInstance] 使用。\n"
+"[b]注意:[/b]使用网格来定义可行走区域并遮挡导航烘焙并不总能成功。烘焙导航处理"
+"网格原始几何体时,并没有几何体“位于内部”的概念,这是有意而为之的。根据当前烘"
+"焙参数的不同,只要遮挡网格足够大,大到能够将导航网格区域包含在其内部,烘焙时"
+"就会生成一个导航网格区域,位于遮挡的原始几何体网格内部。"
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
@@ -48495,7 +48584,6 @@ msgstr ""
"称设置为唯一名称。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it.\n"
@@ -48503,7 +48591,9 @@ msgid ""
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着"
-"该子节点一起进入。"
+"该子节点一起进入。\n"
+"这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal "
+"tree_entered] [i]之后[/i]触发。"
#: doc/classes/Node.xml
msgid ""
@@ -48514,14 +48604,19 @@ msgid ""
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
+"在子节点即将退出场景树时触发,可以是因为该子节点自行退出,也可以是因为本节点"
+"带着该子节点一起退出。\n"
+"收到这个信号时,该子节 [code]node[/code] 仍在树中并且有效。这个信号会在该子节"
+"点自身的 [signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/"
+"i]触发。"
#: doc/classes/Node.xml
msgid "Emitted when the node is ready."
-msgstr "当节点准备好时触发。"
+msgstr "当该节点准备好时触发。"
#: doc/classes/Node.xml
msgid "Emitted when the node is renamed."
-msgstr "在重命名节点时触发。"
+msgstr "当该节点被重命名时触发。"
#: doc/classes/Node.xml
msgid ""
@@ -48529,34 +48624,39 @@ msgid ""
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
+"当该节点进入树时触发。\n"
+"这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。"
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
-msgstr "在节点退出树之后触发,并且不再处于活动状态。"
+msgstr "当该节点退出树之后触发,并且不再处于活动状态。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
-"当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也"
-"可以称之为“析构函数”)。"
+"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,"
+"也可以称之为“析构函数”)。\n"
+"这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。"
#: doc/classes/Node.xml
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
+"当该节点进入 [SceneTree] 时收到的通知。\n"
+"这个通知会在相关的 [signal tree_entered] [i]之前[/i]发出。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
-msgstr "当该节点即将退出 [SceneTree] 时收到的通知。"
+msgstr ""
+"当该节点即将退出 [SceneTree] 时收到的通知。\n"
+"这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。"
#: doc/classes/Node.xml
msgid "Notification received when the node is moved in the parent."
@@ -50236,7 +50336,7 @@ msgid ""
"code] with fixed y-coordinate value 0.0."
msgstr ""
"返回给定 x 坐标处的 1D 噪声值 [code][-1,1][/code]。\n"
-"[b]注意:[/b]这个方法实际上返回的是固定 Y 坐标值为 0.0 的二维噪声值 [code]"
+"[b]注意:[/b]这个方法实际上返回的是固定 Y 坐标值为 0.0 的 2D 噪声值 [code]"
"[-1,1][/code]。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
@@ -50802,7 +50902,6 @@ msgstr ""
"径。"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns the command-line arguments passed to the engine.\n"
"Command-line arguments can be written in any form, including both [code]--"
@@ -50842,6 +50941,10 @@ msgstr ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # 将不带参数的选项加入该字典,\n"
+" # 取值为空字符串。\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
#: doc/classes/OS.xml
@@ -54032,11 +54135,11 @@ msgid ""
"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
"may be a short delay between changes."
msgstr ""
-"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和FPS。"
-"这些与编辑器的[b]Monitor[/b]标签中的[b]Debugger[/b]面板所显示的数值相同。通过"
-"使用这个类的[method get_monitor]方法,可以从你的代码中访问这些数据。\n"
+"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和 "
+"FPS。这些与编辑器[b]调试器[/b]面板的[b]监视[/b]标签中的所显示的数值相同。通过"
+"使用这个类的 [method get_monitor] 方法,可以从你的代码中访问这些数据。\n"
"[b]注意:[/b]这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将"
-"总是返回0。\n"
+"总是返回 0。\n"
"[b]注意:[/b]这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延"
"迟。"
@@ -54114,7 +54217,7 @@ msgstr "孤儿节点的数量,孤儿节点即无法被按父级追溯到根节
#: doc/classes/Performance.xml
msgid "3D objects drawn per frame."
-msgstr "每帧绘制3D对象的数量。"
+msgstr "每帧绘制 3D 对象的数量。"
#: doc/classes/Performance.xml
msgid "Vertices drawn per frame. 3D only."
@@ -54270,30 +54373,30 @@ msgstr "对物体施加旋转冲量。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's [RID]."
-msgstr "返回碰撞体的[RID]。"
+msgstr "返回该碰撞体的 [RID]。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's object id."
-msgstr "返回碰撞体的对象 id。"
+msgstr "返回该碰撞体的对象 id。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
-"返回碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将返"
-"回场景节点)。"
+"返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将"
+"返回场景节点)。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the contact position in the collider."
-msgstr "返回碰撞体中的接触位置。"
+msgstr "返回该碰撞体中的接触位置。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's shape index."
-msgstr "返回碰撞体的形状索引。"
+msgstr "返回该碰撞体的形状索引。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -54301,13 +54404,13 @@ msgid ""
"[method Object.get_meta], and is set with [method Physics2DServer."
"shape_set_data]."
msgstr ""
-"返回碰撞形状的元数据。这个元数据不同于 [method Object.get_meta],是用 "
+"返回该碰撞形状的元数据。这个元数据不同于 [method Object.get_meta],是用 "
"[method Physics2DServer.shape_set_data] 设置的。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the linear velocity vector at the collider's contact point."
-msgstr "返回碰撞体接触点处的线速度向量。"
+msgstr "返回该碰撞体接触点处的线速度向量。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -54315,8 +54418,8 @@ msgid ""
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
-"返回此物体与其他物体的接触次数。\n"
-"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member "
+"返回这个物体与其他物体的接触次数。\n"
+"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
#: doc/classes/Physics2DDirectBodyState.xml
@@ -54616,7 +54719,7 @@ msgstr ""
"通过 [Physics2DShapeQueryParameters] 对象检查给出的形状与空间的交点。返回的相"
"交形状是一个字典数组,包含以下字段:\n"
"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
"[code]metadata[/code]:相交形状的元数据。这个元数据与 [method Object."
"get_meta] 不同,是用 [method Physics2DServer.shape_set_data] 设置的。\n"
"[code]rid[/code]:相交对象的 [RID]。\n"
@@ -54725,13 +54828,13 @@ msgid ""
"5: The shape index of the area where the object entered/exited."
msgstr ""
"设置当任何主体/区域进入或退出该区域时调用的函数。这个回调函数将被任何与区域交"
-"互的对象调用,并接受5个参数:\n"
-"1: [constant AREA_BODY_ADDED]或[constant AREA_BODY_REMOVED],取决于对象是否进"
-"入或退出该区域。\n"
-"2:进入/退出该区域对象的[RID]。\n"
-"3:进入/退出该区域对象的实例ID。\n"
-"4:进入/离开该区域的物体的形状指数。\n"
-"5:物体进入/离开区域的形状指数。"
+"互的对象调用,并接受 5 个参数:\n"
+"1:[constant AREA_BODY_ADDED] 或 [constant AREA_BODY_REMOVED],取决于对象是否"
+"进入或退出该区域。\n"
+"2:进入/退出该区域对象的 [RID]。\n"
+"3:进入/退出该区域对象的实例 ID。\n"
+"4:进入/离开该区域的物体的形状指数。\n"
+"5:物体进入/离开区域的形状指数。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -54847,7 +54950,7 @@ msgstr "返回物体参数的值。请参阅 [enum BodyParameter] 获取可用
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of a body."
-msgstr "返回 body 的第 n 个碰撞形状的 [RID]。"
+msgstr "返回物体的第 n 个碰撞形状的 [RID]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to a body."
@@ -54874,7 +54977,7 @@ msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
-"返回一个 body 是否使用回调函数来计算它自己的物理值(见 [method "
+"返回一个物体是否使用回调函数来计算它自己的物理值(见 [method "
"body_set_force_integration_callback])。"
#: doc/classes/Physics2DServer.xml
@@ -55059,7 +55162,7 @@ msgstr "返回一个关节的类型(见 [enum JointType])。"
msgid ""
"Sets a joint parameter. See [enum JointParam] for a list of available "
"parameters."
-msgstr "设置关节参数。有关可用参数的列表,请参阅[enum JointParam]。"
+msgstr "设置关节参数。有关可用参数的列表,请参阅 [enum JointParam]。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55188,8 +55291,8 @@ msgid ""
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision."
msgstr ""
-"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏差是一个控制两个物体"
-"在违反约束后 \"反弹 \"程度的因素,以避免由于数值不精确而使它们处于这种状态。"
+"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏置是一个控制两个物体"
+"在违反约束后“反弹”程度的因素,以避免由于数值不精确而使它们处于这种状态。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55241,8 +55344,8 @@ msgid ""
"supplied form is a convex polygon."
msgstr ""
"这是用于创建凸多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交点"
-"和内/外侧检查。与[member CollisionPolygon2D.polygon]属性不同,用[method "
-"shape_set_data]修改的多边形并不验证所提供的点的形式是一个凸形多边形。"
+"和内/外侧检查。与 [member CollisionPolygon2D.polygon] 属性不同,用 [method "
+"shape_set_data] 修改的多边形并不验证所提供的点的形式是一个凸形多边形。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55344,15 +55447,15 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for static bodies."
-msgstr "StaticBody 的常量。"
+msgstr "静态物体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for kinematic bodies."
-msgstr "KinematicBody 的常量。"
+msgstr "运动学物体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for rigid bodies."
-msgstr "RigidBody 的常量。"
+msgstr "刚体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -55444,8 +55547,8 @@ msgid ""
"undamped spring, while 1 causes the system to reach equilibrium as fast as "
"possible (critical damping)."
msgstr ""
-"设置弹簧接头的阻尼比率。值为0表示无阻尼弹簧,而1导致系统尽可能快地达到平衡"
-"(临界阻尼)。"
+"设置弹簧接头的阻尼比率。值为 0 表示无阻尼弹簧,而 1 导致系统尽可能快地达到平"
+"衡(临界阻尼)。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55459,13 +55562,13 @@ msgstr ""
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
-msgstr "通过射线投射实现连续的碰撞检测。它比 shapecasting 更快,但不够精确。"
+msgstr "通过射线投射实现连续的碰撞检测。它比形状投射更快,但不够精确。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest "
"CCD method, and the most precise."
-msgstr "通过形变实现连续的碰撞检测。它是最慢的CCD方法,也是最精确的。"
+msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法,也是最精确的。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -55665,7 +55768,7 @@ msgid ""
"monitor contacts. See [member RigidBody.contact_monitor]."
msgstr ""
"返回此物体与其他物体的接触次数。\n"
-"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member "
+"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
#: doc/classes/PhysicsDirectBodyState.xml
@@ -55745,15 +55848,15 @@ msgid ""
"If the shape did not intersect anything, then an empty dictionary is "
"returned instead."
msgstr ""
-"检查通过[PhysicsShapeQueryParameters]对象给出的形状与空间的交点。如果它与一个"
-"以上的形状发生碰撞,则选择最近的。返回的对象是包含以下字段的字典:\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]linear_velocity[/code]:碰撞对象的速度[Vector3]。如果对象是一个[Area],"
-"结果是[code](0, 0, 0)[/code]。\n"
-"[code]normal[/code]:物体在交点处的表面法线。\n"
-"[code]点[/code]:相交点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。\n"
+"检查通过 [PhysicsShapeQueryParameters] 对象给出的形状与空间的交点。如果它与一"
+"个以上的形状发生碰撞,则选择最近的。返回的对象是包含以下字段的字典:\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]linear_velocity[/code]:碰撞对象的速度 [Vector3]。如果对象是一个 "
+"[Area],结果是 [code](0, 0, 0)[/code]。\n"
+"[code]normal[/code]:物体在交点处的表面法线。\n"
+"[code]point[/code]:相交点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果该形状没有与任何物体相交,那么将返回空的字典。"
#: doc/classes/PhysicsDirectSpaceState.xml
@@ -55802,17 +55905,17 @@ msgid ""
"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
"respectively."
msgstr ""
-"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n"
-"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]normal[/code]:物体在相交点的表面法线。\n"
-"[code]position[/code]:交叉点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]形状[/code]:碰撞形状的形状索引。\n"
+"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n"
+"[code]collider[/code]:碰撞的对象。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]normal[/code]:物体在相交点的表面法线。\n"
+"[code]position[/code]:交叉点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果射线没有与任何物体相交,那么将返回空的字典。\n"
-"此外,该方法可以接受一个[code]exclude[/code]对象或[RID]数组,该数组将被排除在"
-"碰撞之外,[code]collision_mask[/code]位掩码表示要检查的物理层,或者布尔值来确"
-"定射线是否应该分别与[PhysicsBody]或[Area]发生碰撞。"
+"此外,该方法可以接受一个 [code]exclude[/code] 对象或 [RID] 数组,该数组将被排"
+"除在碰撞之外,[code]collision_mask[/code] 位掩码表示要检查的物理层,或者布尔"
+"值来确定射线是否应该分别与 [PhysicsBody] 或 [Area] 发生碰撞。"
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
@@ -55827,13 +55930,13 @@ msgid ""
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time."
msgstr ""
-"通过[PhysicsShapeQueryParameters]对象给出的形状与空间检查交点。相交的形状会以"
-"数组的形式返回,该数组包含有以下字段的字典:\n"
-"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。\n"
-"可以用[code]max_results[/code]参数限制相交的数量,以减少处理时间。"
+"通过 [PhysicsShapeQueryParameters] 对象给出的形状与空间检查交点。相交的形状会"
+"以数组的形式返回,该数组包含有以下字段的字典:\n"
+"[code]collider[/code]:碰撞的对象。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
+"可以用 [code]max_results[/code] 参数限制相交的数量,以减少处理时间。"
#: doc/classes/PhysicsMaterial.xml
msgid "A material for physics properties."
@@ -55842,7 +55945,7 @@ msgstr "具有物理属性的材质。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"Provides a means of modifying the collision properties of a [PhysicsBody]."
-msgstr "提供了一种修改[PhysicsBody]的碰撞属性的方法。"
+msgstr "提供了一种修改 [PhysicsBody] 的碰撞属性的方法。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -55856,14 +55959,16 @@ msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
-"实体的弹性。值的范围从[code]0[/code](无反弹)到[code]1[/code](完全反弹)。"
+"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反"
+"弹)。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
-"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。"
+"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩"
+"擦)。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -55891,7 +55996,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates an [Area]."
-msgstr "创建一个[Area]区域。"
+msgstr "创建一个 [Area] 区域。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55936,7 +56041,7 @@ msgid ""
"BodyMode] constants, for the type of body created. Additionally, the body "
"can be created in sleeping state to save processing time."
msgstr ""
-"创建物理体。对于创建的物体类型,第一个参数可以是[enum BodyMode]常量中的任何"
+"创建物理体。对于创建的物体类型,第一个参数可以是 [enum BodyMode] 常量中的任何"
"值。此外,物体可以在休眠状态下创建,以节省处理时间。"
#: doc/classes/PhysicsServer.xml
@@ -55951,7 +56056,7 @@ msgstr ""
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
-msgstr "返回物体参数的值。可用参数列表位于[enum BodyParameter]常量上。"
+msgstr "返回物体参数的值。可用参数列表位于 [enum BodyParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55982,7 +56087,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
-msgstr "从[enum BodyMode]常量之一设置主体模式。"
+msgstr "从 [enum BodyMode] 常量之一设置主体模式。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55992,7 +56097,7 @@ msgstr "设置物体参数。可用参数列表位于 [enum BodyParameter] 常
#: doc/classes/PhysicsServer.xml
msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
-msgstr "如果设置了[code]enabled[/code],则设置可使用光线拾取的物体。"
+msgstr "如果设置了 [code]enabled[/code],则设置可使用光线拾取的物体。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a body state (see [enum BodyState] constants)."
@@ -56108,12 +56213,12 @@ msgstr "设置关节的优先级值。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body a of the joint."
-msgstr "返回关节在关节物体A的局部空间中的位置。"
+msgstr "返回关节在关节物体 A 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body b of the joint."
-msgstr "返回关节在关节物体B的局部空间中的位置。"
+msgstr "返回关节在关节物体 B 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
@@ -56121,11 +56226,11 @@ msgstr "获取 pin_joint 参数(见 [enum PinJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body a of the joint."
-msgstr "设置关节在关节物体A的局部空间中的位置。"
+msgstr "设置关节在关节物体 A 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body b of the joint."
-msgstr "设置关节在关节物体B的局部空间中的位置。"
+msgstr "设置关节在关节物体 B 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
@@ -56133,7 +56238,7 @@ msgstr "设置 pin_joint 参数(见 [enum PinJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Activates or deactivates the 3D physics engine."
-msgstr "激活或停用3D物理引擎。"
+msgstr "激活或停用 3D 物理引擎。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -56155,8 +56260,8 @@ msgid ""
"body or an area. To do so, you must use [method area_set_shape] or [method "
"body_set_shape]."
msgstr ""
-"创建一个[enum ShapeType]类型的形状。不把它分配给一个体或一个区域。要做到这一"
-"点,你必须使用[method area_set_shape]或[method body_set_shape]。"
+"创建一个 [enum ShapeType] 类型的形状。不把它分配给一个体或一个区域。要做到这"
+"一点,你必须使用 [method area_set_shape] 或 [method body_set_shape]。"
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of shape (see [enum ShapeType] constants)."
@@ -56177,7 +56282,7 @@ msgstr ""
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
-msgstr "设置空间参数的值。可用参数列表位于[enum SpaceParameter]常量上。"
+msgstr "设置空间参数的值。可用参数列表位于 [enum SpaceParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [PinJoint]."
@@ -56221,7 +56326,7 @@ msgstr ""
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"puts on its ends."
-msgstr "如果大于0,这个值就是这个关节对其两端施加的冲量的最大值。"
+msgstr "如果大于 0,这个值就是这个关节对其两端施加的冲量的最大值。"
#: doc/classes/PhysicsServer.xml
msgid "The maximum rotation across the Hinge."
@@ -56474,7 +56579,7 @@ msgid ""
"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
"See also [Generic6DOFJoint]."
msgstr ""
-"3D刚体的钉关节。它将两个物体(刚体或静态体)钉在一起。参阅"
+"3D 刚体的钉关节。它将两个物体(刚体或静态体)钉在一起。另请参阅 "
"[Generic6DOFJoint]。"
#: doc/classes/PinJoint.xml
@@ -56493,7 +56598,7 @@ msgstr "被钉在一起的物体之间保持共速的力。越高,力越大。
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"produces."
-msgstr "如果大于0,这个值就是此关节产生的冲量的最大值。"
+msgstr "如果大于 0,这个值就是此关节产生的冲量的最大值。"
#: doc/classes/PinJoint2D.xml
msgid "Pin Joint for 2D shapes."
@@ -56551,7 +56656,7 @@ msgstr "返回平面的中心。"
msgid ""
"Returns the shortest distance from the plane to the position [code]point[/"
"code]."
-msgstr "返回从平面到位置[code]point[/code]的最短距离。"
+msgstr "返回从平面到位置 [code]point[/code] 的最短距离。"
#: doc/classes/Plane.xml
msgid ""
@@ -56608,7 +56713,7 @@ msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is located above the plane."
-msgstr "如果[code]point[/code]位于平面上方,则返回 [code]true[/code]。"
+msgstr "如果 [code]point[/code] 位于平面上方,则返回 [code]true[/code]。"
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
@@ -56618,7 +56723,7 @@ msgstr "返回平面的一个标准化副本。"
msgid ""
"Returns the orthogonal projection of [code]point[/code] into a point in the "
"plane."
-msgstr "返回 [code]点[/code]在平面上的正交投影。"
+msgstr "返回 [code]point[/code] 在平面上的正交投影。"
#: doc/classes/Plane.xml
msgid ""
@@ -56628,9 +56733,9 @@ msgid ""
"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
"by the [member normal] property."
msgstr ""
-"从原点到平面的距离,沿[member normal]方向。这个值通常是非负的。\n"
-"在平面[code]ax + by + cz = d[/code]的标量方程中,这是[code]d[/code],而[code]"
-"(a, b, c)[/code]坐标由[member normal]属性表示。"
+"从原点到平面的距离,沿 [member normal] 方向。这个值通常是非负的。\n"
+"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code]d[/code],而 "
+"[code](a, b, c)[/code] 坐标由 [member normal] 属性表示。"
#: doc/classes/Plane.xml
msgid ""
@@ -56640,8 +56745,8 @@ msgid ""
"property."
msgstr ""
"平面的法线,必须归一化。\n"
-"在平面[code]ax + by + cz = d[/code]的标量方程中,这是向量[code](a, b, c)[/"
-"code],其中[code]d[/code]是[member d]属性。"
+"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是向量 [code](a, b, c)[/"
+"code],其中 [code]d[/code] 是 [member d] 属性。"
#: doc/classes/Plane.xml
msgid "The X component of the plane's [member normal] vector."
@@ -56850,12 +56955,12 @@ msgid ""
"If [code]true[/code], polygon will be inverted, containing the area outside "
"the defined points and extending to the [code]invert_border[/code]."
msgstr ""
-"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到"
-"[code]invert_border[/code](反转边界)."
+"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到 "
+"[code]invert_border[/code](反转边界)。"
#: doc/classes/Polygon2D.xml
msgid "The offset applied to each vertex."
-msgstr "应用于每个顶点的位置偏移量."
+msgstr "应用于每个顶点的位置偏移量。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -56965,11 +57070,12 @@ msgstr ""
msgid ""
"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolByteArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolByteArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolByteArray.xml
msgid "Appends a [PoolByteArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolByteArray]。"
+msgstr "在这个数组的最后添加 [PoolByteArray]。"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -57114,6 +57220,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "改变给定索引处的字节。"
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "从数组中删除位于索引的元素。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -57176,11 +57290,11 @@ msgid ""
"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolColorArray]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolColorArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolColorArray.xml
msgid "Appends a [PoolColorArray] at the end of this array."
-msgstr "在这个数组的最后添加一个[PoolColorArray]。"
+msgstr "在这个数组的最后添加一个 [PoolColorArray]。"
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
msgid "Appends a value to the array."
@@ -57260,18 +57374,19 @@ msgstr ""
msgid ""
"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolIntArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolIntArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolIntArray.xml
msgid "Appends a [PoolIntArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolIntArray]。"
+msgstr "在这个数组的最后添加 [PoolIntArray]。"
#: doc/classes/PoolIntArray.xml
msgid ""
"Inserts a new int at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
-"在数组中的指定位置插入一个新的int。这个位置必须是有效的,或者在数组的末端"
+"在数组中的指定位置插入一个新的 int。这个位置必须是有效的,或者在数组的末端"
"([code]idx == size()[/code])。"
#: doc/classes/PoolIntArray.xml
@@ -57402,11 +57517,11 @@ msgid ""
"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolStringArray]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolStringArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolStringArray.xml
msgid "Appends a [PoolStringArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolStringArray]。"
+msgstr "在这个数组的最后添加 [PoolStringArray]。"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -57481,15 +57596,15 @@ msgid ""
"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolVector2Array]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolVector2Array]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolVector2Array.xml
msgid "Appends a [PoolVector2Array] at the end of this array."
-msgstr "在这个数组的最后添加[PoolVector2Array]。"
+msgstr "在这个数组的最后添加 [PoolVector2Array]。"
#: doc/classes/PoolVector2Array.xml
msgid "Inserts a [Vector2] at the end."
-msgstr "在末尾插入[Vector2]。"
+msgstr "在末尾插入一个 [Vector2]。"
#: doc/classes/PoolVector2Array.xml
msgid "Changes the [Vector2] at the given index."
@@ -57548,15 +57663,15 @@ msgid ""
"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolVector3Array]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolVector3Array]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolVector3Array.xml
msgid "Appends a [PoolVector3Array] at the end of this array."
-msgstr "在这个数组的最后添加[PoolVector3Array]。"
+msgstr "在这个数组的最后添加 [PoolVector3Array]。"
#: doc/classes/PoolVector3Array.xml
msgid "Inserts a [Vector3] at the end."
-msgstr "在末尾插入[Vector3]。"
+msgstr "在末尾插入一个 [Vector3]。"
#: doc/classes/PoolVector3Array.xml
msgid "Changes the [Vector3] at the given index."
@@ -57670,11 +57785,11 @@ msgstr "PopupDialog 是弹出对话框的基类,与 [WindowDialog] 一起。"
#: doc/classes/PopupDialog.xml
msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
-msgstr "为[PopupDialog]的面板设置自定义的[StyleBox]。"
+msgstr "为 [PopupDialog] 的面板设置自定义的 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid "PopupMenu displays a list of options."
-msgstr "PopupMenu(弹出菜单)显示选项列表."
+msgstr "PopupMenu 会显示一个选项列表。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57692,6 +57807,14 @@ msgid ""
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
+"[PopupMenu] 是会显示一个选项列表的 [Control]。常见于工具栏和上下文菜单中。\n"
+"[b]增量搜索:[/b]与 [ItemList] 和 [Tree] 类似,[PopupMenu] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57724,12 +57847,13 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可检查项目,并将指定的[ShortCut]分配给它.将复选框的标签设置为"
-"ShortCut的名称.\n"
-"可以选择提供一个[code]id[/code].如果没有提供[code]id[/code],将从索引中创建一"
-"个.\n"
-"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
-"检查或取消检查. 参阅 [method set_item_checked]了解更多关于如何控制它的信息."
+"添加一个新的可检查项目,并将指定的 [ShortCut] 分配给它。将复选框的标签设置为 "
+"ShortCut 的名称。\n"
+"可以选择提供一个 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创"
+"建一个。\n"
+"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手"
+"动检查或取消检查。参阅 [method set_item_checked] 了解更多关于如何控制它的信"
+"息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57744,14 +57868,14 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可检查项目,带有文本[code]label[/code]和图标[code]texture[/"
+"添加一个新的可检查项目,带有文本 [code]label[/code] 和图标 [code]texture[/"
"code]。\n"
-"可以选择提供一个[code]id[/code],以及一个加速器([code]accel[/code])。如果没"
-"有提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],那"
-"么默认的[code]0[/code]将被分配给它。参阅[method get_item_accelerator]获取更多"
-"关于加速器的信息。\n"
+"可以选择提供一个 [code]id[/code],以及一个加速器([code]accel[/code])。如果"
+"没有提供 [code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/"
+"code],那么默认的 [code]0[/code] 将被分配给它。参阅 [method "
+"get_item_accelerator] 获取更多关于加速器的信息。\n"
"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
-"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"检查/取消检查。参阅 [method set_item_checked] 获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57764,12 +57888,12 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可选项目,并为其分配指定的[ShortCut]和图标[code]texture[/code]。"
-"将复选框的标签设置为[ShortCut]的名称。\n"
-"可以选择提供一个[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建"
-"一个。\n"
+"添加一个新的可选项目,并为其分配指定的 [ShortCut] 和图标 [code]texture[/"
+"code]。将复选框的标签设置为 [ShortCut] 的名称。\n"
+"可以选择提供一个 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创"
+"建一个。\n"
"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
-"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"检查/取消检查。参阅 [method set_item_checked] 获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57788,12 +57912,12 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Same as [method add_icon_check_item], but uses a radio check button."
-msgstr "与[method add_icon_check_item]相同,但使用单选按钮。"
+msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。"
#: doc/classes/PopupMenu.xml
msgid ""
"Same as [method add_icon_check_shortcut], but uses a radio check button."
-msgstr "与[method add_icon_check_shortcut]相同,但使用一个单选按钮。"
+msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57802,9 +57926,9 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个新项,并分配指定的[ShortCut]和图标[code]texture[/code]给它。将复选框"
-"的标签设置为[ShortCut]的名称。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个新项,并分配指定的 [ShortCut] 和图标 [code]texture[/code] 给它。将复"
+"选框的标签设置为 [ShortCut] 的名称。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
@@ -57889,9 +58013,9 @@ msgid ""
"A [code]label[/code] can optionally be provided, which will appear at the "
"center of the separator."
msgstr ""
-"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用[code]id[/code]"
-"参数来设置。\n"
-"可以选择提供一个标签[code]label[/code],它将出现在分隔符的中心。"
+"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用 [code]id[/"
+"code] 参数来设置。\n"
+"可以选择提供一个标签 [code]label[/code],它将出现在分隔符的中心。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57899,8 +58023,8 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个[ShortCut]。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个 [ShortCut]。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
@@ -57911,14 +58035,14 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个项目,当单击父[PopupMenu]节点时,它将作为子菜单。[code]submenu[/code]"
-"参数是子节点[PopupMenu]的名称,当点击项目时显示该子节点。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个项目,当单击父 [PopupMenu] 节点时,它将作为子菜单。[code]submenu[/"
+"code] 参数是子节点 [PopupMenu] 的名称,当点击项目时显示该子节点。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
msgid "Removes all items from the [PopupMenu]."
-msgstr "从[PopupMenu]中移除所有项目。"
+msgstr "从该 [PopupMenu] 中移除所有项目。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57932,19 +58056,20 @@ msgid ""
"are special combinations of keys that activate the item, no matter which "
"control is focused."
msgstr ""
-"返回索引[code]idx[/code]处项目的加速项。加速器是一种特殊的按键组合,可以激活"
-"物品,无论哪个控制键处于焦点状态。"
+"返回索引 [code]idx[/code] 处项目的加速项。加速器是一种特殊的按键组合,可以激"
+"活物品,无论哪个控制键处于焦点状态。"
#: doc/classes/PopupMenu.xml
msgid "Returns the number of items in the [PopupMenu]."
-msgstr "返回[PopupMenu]中的项目数。"
+msgstr "返回该 [PopupMenu] 中的项目数。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
"manually assigned, while index can not."
msgstr ""
-"返回索引[code]idx[/code]处项目的id。[code]id[/code]可以手动分配,而索引不能。"
+"返回索引 [code]idx[/code] 处项目的 id。[code]id[/code] 可以手动分配,而索引不"
+"能。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57952,8 +58077,8 @@ msgid ""
"Index is automatically assigned to each item by the engine. Index can not be "
"set manually."
msgstr ""
-"返回包含指定的[code]id[/code]的项的索引。索引由引擎自动分配给每个项目。不能手"
-"动设置索引。"
+"返回包含指定的 [code]id[/code] 的项的索引。索引由引擎自动分配给每个项目。不能"
+"手动设置索引。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57961,26 +58086,26 @@ msgid ""
"can set it with [method set_item_metadata], which provides a simple way of "
"assigning context data to items."
msgstr ""
-"返回指定项的元数据,该项可以是任何类型。您可以使用[method set_item_metadata]"
-"来设置它,它提供了一种将上下文数据分配给项的简单方法。"
+"返回指定项的元数据,该项可以是任何类型。您可以使用 [method "
+"set_item_metadata] 来设置它,它提供了一种将上下文数据分配给项的简单方法。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the [ShortCut] associated with the specified [code]idx[/code] item."
-msgstr "返回与指定的[code]idx[/code]项关联的[ShortCut]。"
+msgstr "返回与指定的 [code]idx[/code] 项关联的 [ShortCut]。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the submenu name of the item at index [code]idx[/code]. See [method "
"add_submenu_item] for more info on how to add a submenu."
msgstr ""
-"返回在索引[code]idx[/code]处的项目的子菜单名。更多关于如何添加子菜单的信息,"
-"请参阅[method add_submenu_item]。"
+"返回在索引 [code]idx[/code] 处的项目的子菜单名。更多关于如何添加子菜单的信"
+"息,请参阅 [method add_submenu_item]。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the tooltip associated with the specified index [code]idx[/code]."
-msgstr "返回与指定索引 [code]idx[/code]关联的工具提示。"
+msgstr "返回与指定索引 [code]idx[/code] 关联的工具提示。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -58056,7 +58181,7 @@ msgstr "将当前聚焦项目设置为给定的索引 [code]index[/code]。"
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
-msgstr "当窗口失去焦点时隐藏[PopupMenu]。"
+msgstr "当窗口失去焦点时隐藏 [PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -58064,7 +58189,7 @@ msgid ""
"special combinations of keys that activate the item, no matter which control "
"is focused."
msgstr ""
-"设置索引[code]idx[/code]项的加速键。加速器是一种特殊的按键组合,可以激活物"
+"设置索引 [code]idx[/code] 项的加速键。加速器是一种特殊的按键组合,可以激活物"
"品,无论哪个控制键处于焦点状态。"
#: doc/classes/PopupMenu.xml
@@ -58098,15 +58223,15 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Sets the checkstate status of the item at index [code]idx[/code]."
-msgstr "设置项目在index [code]idx[/code]处的checkstate状态。"
+msgstr "设置在索引号 [code]idx[/code] 处的项目的勾选状态。"
#: doc/classes/PopupMenu.xml
msgid ""
"Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
"can't be selected and its action can't be invoked."
msgstr ""
-"启用/禁用索引[code]idx[/code]项。当它被禁用时,就无法选择它,也无法调用它的操"
-"作。"
+"启用/禁用索引 [code]idx[/code] 项。当它被禁用时,就无法选择它,也无法调用它的"
+"操作。"
#: doc/classes/PopupMenu.xml
msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
@@ -62092,7 +62217,6 @@ msgstr ""
"义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"This is the maximum number of shaders that can be compiled (or reconstructed "
"from cache) at the same time.\n"
@@ -62118,12 +62242,10 @@ msgstr ""
"能多的异步编译的同时,不对游戏的响应性造成影响,否则就会辜负异步编译所带来的"
"好处。换句话说,你可能会牺牲一点点的 FPS,总比同步编译让整个游戏停滞要好。\n"
"默认值比较保守,所以建议你根据自己的目标硬件作出调整。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
@@ -62132,15 +62254,13 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
-"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆"
+"默认是针对 [member rendering/gles3/shaders/max_simultaneous_compiles] 的覆"
"盖,取值非常保守。\n"
"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
@@ -62149,15 +62269,13 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
-"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆"
+"默认是针对 [member rendering/gles3/shaders/max_simultaneous_compiles] 的覆"
"盖,取值非常保守。\n"
"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
@@ -62167,12 +62285,10 @@ msgid ""
msgstr ""
"超级着色器缓存所能增长到的最大大小,单位为兆字节。在启动时,会删除最久未用的"
"条目,直到总大小到达范围内。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
@@ -62180,14 +62296,12 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
-"[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针"
-"对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[member rendering/gles3/shaders/shader_cache_size_mb] 的覆盖项,为针对移动平"
+"台配置更小的最大大小,移动平台的存储空间更有限。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
@@ -62197,11 +62311,11 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
-"[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针"
-"对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[member rendering/gles3/shaders/shader_cache_size_mb] 的覆盖项,为针对移动平"
+"台配置更小的最大大小,移动平台的存储空间更有限。\n"
+"[b]注意:[/b]目前 Web 平台尚不支持着色器缓存。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62247,28 +62361,26 @@ msgstr ""
"着色器也不会使用异步编译。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
-"[code]rendering/gles3/shaders/shader_compilation_mode[/code] 的覆盖项,用于为"
-"移动设备禁用异步编译。\n"
+"[member rendering/gles3/shaders/shader_compilation_mode] 的覆盖项,用于为移动"
+"设备禁用异步编译。\n"
"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
-"[code]rendering/gles3/shaders/shader_compilation_mode[/code] 的覆盖项,用于为"
-"移动设备禁用异步编译。\n"
-"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。"
+"[member rendering/gles3/shaders/shader_compilation_mode] 的覆盖项,用于为 "
+"Web 平台禁用异步编译。\n"
+"某些浏览器(尤其在移动平台上)通常不会支持超级着色器,因为其复杂度较高。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62887,13 +62999,12 @@ msgid ""
msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的"
-"幂。"
+"幂。见阴影贴图文档。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -64170,8 +64281,8 @@ msgid ""
"it tries to separate itself from whatever is touching its far endpoint. It's "
"often useful for characters."
msgstr ""
-"二维碰撞的射线形状。射线并不是真正的碰撞体;相反,它试图将自己与接触其远端的"
-"任何东西分开。它通常对角色很有用。"
+"2D 碰撞的射线形状。射线并不是真正的碰撞体;相反,它试图将自己与接触其远端的任"
+"何东西分开。它通常对角色很有用。"
#: doc/classes/Rect2.xml
msgid "2D axis-aligned bounding box."
@@ -64315,13 +64426,13 @@ msgstr "返回一个更大的 [Rect2],其中包含这个 [Rect2] 和 [code]b[/
#: doc/classes/RectangleShape2D.xml
msgid "Rectangle shape for 2D collisions."
-msgstr "二维碰撞的矩形。"
+msgstr "2D 碰撞的矩形。"
#: doc/classes/RectangleShape2D.xml
msgid ""
"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
"like 2D objects."
-msgstr "二维碰撞的矩形。这个形状对于建模盒状2D对象很有用。"
+msgstr "2D 碰撞的矩形。这个形状对于建模盒状 2D 对象很有用。"
#: doc/classes/RectangleShape2D.xml
msgid ""
@@ -66279,8 +66390,8 @@ msgid ""
"for a body."
msgstr ""
"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它"
-"是在通常的物理行为之外工作的,但是[member custom_integrator]属性允许你禁用默"
-"认行为,为一个物体施加完全自定义的合力。"
+"会和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁"
+"用默认行为,为物体施加完全自定义的合力。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66321,7 +66432,7 @@ msgid ""
"position uses the rotation of the global coordinate system, but is centered "
"at the object's origin."
msgstr ""
-"对物体施加一个有向的冲量。冲量是与时间无关的! 在每一帧中施加一个冲量将产生一"
+"对物体施加一个有向的冲量。冲量是与时间无关的!在每一帧中施加一个冲量将产生一"
"个与帧率相关的力。出于这个原因,它应该只在模拟一次性影响时使用。该位置使用全"
"局坐标系的旋转,但以物体的原点为中心。"
@@ -66564,12 +66675,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当与另一个[PhysicsBody]或[GridMap]发生碰撞时触发。需要将[member "
-"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
-"置得足够高以检测所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检"
-"测到。\n"
-"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
-"的节点。"
+"当与另一个 [PhysicsBody] 或 [GridMap] 发生碰撞时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测所有的碰撞。如果 [MeshLibrary] 有碰撞 [Shape],[GridMap] 就"
+"会被检测到。\n"
+"[code]body[/code] 的 [Node],如果它存在于树中,则是其他 [PhysicsBody] 或 "
+"[GridMap] 的节点。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66580,12 +66691,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当与另一个[PhysicsBody]或[GridMap]的碰撞结束时触发。需要将[member "
-"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
-"置得足够高以检测到所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被"
-"检测到。\n"
-"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
-"的节点。"
+"当与另一个 [PhysicsBody]或 [GridMap] 的碰撞结束时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测到所有的碰撞。如果 [MeshLibrary] 有碰撞 [Shape],[GridMap] "
+"就会被检测到。\n"
+"[code]body[/code]的[Node],如果它存在于树中,则是其他 [PhysicsBody] 或 "
+"[GridMap] 的节点。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66678,35 +66789,34 @@ msgid ""
"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
msgstr ""
"当物理引擎改变物体的睡眠状态时发出。\n"
-"[b]注意:[/b]改变[member sleeping]的值不会触发这个信号。只有当物理引擎改变了"
-"睡眠状态或者使用了[code]emit_signal(\"sleeping_state_changed\")[/code]时,它"
-"才会被发出。"
+"[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变"
+"了睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] "
+"时,它才会被发出。"
#: doc/classes/RigidBody.xml
msgid ""
"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
"affected by forces, and can move, rotate, and be affected by user code."
msgstr ""
-"刚体模式。这是一个刚体的 \"自然 \"状态。它受到力的影响,可以移动、旋转,并受"
-"到用户代码的影响。"
+"刚体模式。这是一个刚体的“自然”状态。它受到力的影响,可以移动、旋转,并受到用"
+"户代码的影响。"
#: doc/classes/RigidBody.xml
msgid ""
"Static mode. The body behaves like a [StaticBody], and can only move by user "
"code."
-msgstr "静止模式。实体的行为就像一个[StaticBody],只能通过用户代码移动。"
+msgstr "静止模式。该实体的行为与 [StaticBody] 类似,只能被用户代码移动。"
#: doc/classes/RigidBody.xml
msgid ""
"Character body mode. This behaves like a rigid body, but can not rotate."
-msgstr "角色模式。这与刚体的行为类似,但不能旋转。"
+msgstr "角色模式。与刚体的行为类似,但不能旋转。"
#: doc/classes/RigidBody.xml
msgid ""
"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
"move by user code."
-msgstr ""
-"运动体模式。这个实体的行为就像一个[KinematicBody],只能通过用户代码来移动。"
+msgstr "运动体模式。该实体的行为与 [KinematicBody] 类似,只能被用户代码移动。"
#: doc/classes/RigidBody2D.xml
msgid "A body that is controlled by the 2D physics engine."
@@ -66744,7 +66854,7 @@ msgstr ""
"要记住,物理物体在自己管理变换,它会覆盖你的变换设置。所以任何直接或间接的变"
"换(包括节点或其父级的缩放)将只在编辑器中可见,并在运行时立即重置。\n"
"如果你需要覆盖默认的物理行为或者在运行时添加变换,你可以写一个自定义的合力。"
-"参阅 [member custom_integrator]。\n"
+"见 [member custom_integrator]。\n"
"质量中心总是位于节点的原点,而不考虑 [CollisionShape2D] 中心点的偏移。"
#: doc/classes/RigidBody2D.xml
@@ -66764,10 +66874,10 @@ msgid ""
"custom_integrator] allows you to disable the default behavior and write "
"custom force integration for a body."
msgstr ""
-"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的"
-"[code]position[/code]或其他物理属性,请使用它代替[method Node."
-"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是[member "
-"custom_integrator]允许你禁用默认行为并为一个物体编写自定义的合力。"
+"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的 "
+"[code]position[/code] 或其他物理属性,请使用它代替 [method Node."
+"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是 [member "
+"custom_integrator] 允许你禁用默认行为并为一个物体编写自定义的合力。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66778,8 +66888,8 @@ msgid ""
"global coordinate system, but is centered at the object's origin."
msgstr ""
"对物体施加一个有向的冲量。冲量是与时间无关的。每一帧应用一个冲量会有一个与帧"
-"相关的力。由于这个原因,它只应该在模拟一次性冲击时使用(否则就使用\"_force "
-"\"函数)。位置使用全局坐标系的旋转,但以物体的原点为中心。"
+"相关的力。由于这个原因,它只应该在模拟一次性冲击时使用(否则就使用“_force”函"
+"数)。位置使用全局坐标系的旋转,但以物体的原点为中心。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66845,8 +66955,8 @@ msgid ""
"If [code]true[/code], the body will emit signals when it collides with "
"another RigidBody2D. See also [member contacts_reported]."
msgstr ""
-"如果为 [code]true[/code],则物体在与另一个RigidBody2D碰撞时会发出信号。参阅"
-"[member contacts_reported]。"
+"如果为 [code]true[/code],则物体在与另一个 RigidBody2D 碰撞时会发出信号。另请"
+"参阅 [member contacts_reported]。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66902,7 +67012,7 @@ msgid ""
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
-"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b]中的"
+"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b] 中的"
"[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。"
#: doc/classes/RigidBody2D.xml
@@ -66939,7 +67049,7 @@ msgid ""
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
-"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],"
+"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都去设置[/b],"
"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
@@ -67067,20 +67177,20 @@ msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
-msgstr "静态模式。物体的行为就像一个[StaticBody2D],不会移动。"
+msgstr "静态模式。该物体的行为与 [StaticBody2D] 类似,不会移动。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Character mode. Similar to [constant MODE_RIGID], but the body can not "
"rotate."
-msgstr "角色模式。与 [constant MODE_RIGID] 类似,但主体不能旋转。"
+msgstr "角色模式。与 [constant MODE_RIGID] 类似,但该实体不能旋转。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
"by code."
msgstr ""
-"运动学模式。这个物体的行为就像一个 [KinematicBody2D],必须通过代码来移动。"
+"运动学模式。该物体的行为就像与 [KinematicBody2D] 类似,必须通过代码来移动。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -67104,7 +67214,7 @@ msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法
#: doc/classes/Room.xml
msgid "Room node, used to group objects together locally for [Portal] culling."
-msgstr "Room 节点,用于在本地将对象组合在一起以进行 [Portal] 剔除。"
+msgstr "房间节点,用于在本地将对象组合在一起以进行 [Portal] 剔除。"
#: doc/classes/Room.xml
msgid ""
@@ -67245,7 +67355,7 @@ msgid ""
"before unloading a level, when transitioning from level to level, or "
"returning to a main menu."
msgstr ""
-"该方法会从 [b]portal graph[/b] 清除所有转换数据。在卸载关卡、从关卡转换到关卡"
+"该方法会清除 [b]room graph[/b] 中所有的转换数据。在卸载关卡、从关卡转换到关卡"
"或返回主菜单时使用此选项。"
#: doc/classes/RoomManager.xml
@@ -67345,7 +67455,7 @@ msgstr ""
"建议您仅将对象放置在希望留在这些空间内的空间中 - 即 [code]portal mode[/code]"
"是 [code]STATIC[/code] 或 [code]DYNAMIC[/code](不穿越 Portal)。"
"[code]GLOBAL[/code] 和 [code]ROAMING[/code] 对象最好放置在场景树的另一部分,"
-"以避免混淆。有关portal模式的完整说明,请参阅 [CullInstance]。"
+"以避免混淆。有关 portal 模式的完整说明,请参阅 [CullInstance]。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -68461,7 +68571,6 @@ msgid ""
msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
"[Tween], it does not require the instantiation of a node.\n"
@@ -68543,21 +68652,21 @@ msgstr ""
"建 [SceneTreeTween]。手动创建的 [SceneTreeTween](即使用 [code]Tween.new()[/"
"code])是无效的,不能用于对值进行补间,但你可以用 [method interpolate_value] "
"来手动插值。\n"
-"[SceneTreeTween] 动画是由 [Tweener] 序列构成的,默认串行执行。向该 "
-"[SceneTreeTween] 追加 [Tweener] 即可创建序列。使用 [Tweener] 来做动画就叫做补"
-"间(Tweening)。示例补间序列是类似这样的:\n"
+"补间动画是通过向 [SceneTreeTween] 对象中添加 [Tweener] 创建的,添加的方法有 "
+"[method tween_property]、[method tween_interval]、[method tween_callback]、"
+"[method tween_method]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
-"这个序列会让 [code]$Sprite[/code] 变红,然后缩小,最后调用 [method Node."
-"queue_free] 来移除精灵。更多用法信息请参阅 [method tween_property]、[method "
-"tween_interval]、[method tween_callback]、[method tween_method] 方法。\n"
+"这个序列会让 [code]$Sprite[/code] 变红,然后缩小,最后再调用 [method Node."
+"queue_free] 来释放该精灵。[Tweener] 默认是一个接一个执行的。这个行为可以通过 "
+"[method parallel] 和 [method set_parallel] 更改。\n"
"使用 [code]tween_*[/code] 方法创建 [Tweener] 后,可以使用链式方法调用来调整"
"该 [Tweener] 的属性。例如,如果你想要在上面的例子中设置不同的过渡类型,那么你"
-"可以:\n"
+"可以使用 [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -68566,8 +68675,9 @@ msgstr ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
-"[SceneTreeTween] 的大部分方法都可以用这种方法进行链式调用。在这个示例中,我们"
-"对该 [SceneTreeTween] 进行了绑定,并设置了默认的过渡:\n"
+"[SceneTreeTween] 的大部分方法都可以用这种方法进行链式调用。在下面的示例中,我"
+"们将该 [SceneTreeTween] 绑定到了执行脚本的节点,并为其 [Tweener] 设置了默认的"
+"过渡:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@@ -68579,7 +68689,7 @@ msgstr ""
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
-" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"上面的示例中,该节点的所有子节点都会依次被移动到 (0, 0)。\n"
"一些 [Tweener] 会用到过渡和缓动。前者接受 [enum Tween.TransitionType] 常量,"
@@ -68633,7 +68743,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
@@ -68648,14 +68757,14 @@ msgid ""
msgstr ""
"使用给定的增量秒数 [code]delta[/code] 处理该 [SceneTreeTween]。最常见的用法是"
"在该 [SceneTreeTween] 暂停时对其进行手动控制。也可用于立即停止该 "
-"[SceneTreeTween] 的动画,使用比完整长度更大的 [code]delta[/code] 即可。\n"
+"[SceneTreeTween] 的动画,将 [code]delta[/code] 设得比完整长度更大即可。\n"
"如果该 [SceneTreeTween] 仍然有未完成的 [Tweener],则返回 [code]true[/"
"code]。\n"
-"[b]注意:[/b]该 [SceneTreeTween] 在完成后会失效,但你可以在 step 后调用 "
-"[method stop] 将其保留并重置。"
+"[b]注意:[/b]该 [SceneTreeTween] 完成动画后,会在下一个处理帧中失效。你可以在"
+"执行 [method custom_step] 后调用 [method stop] 将该 [SceneTreeTween] 保留并重"
+"置。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. the time since it started, not counting pauses etc.). The time is "
@@ -68716,13 +68825,14 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
"返回该 [SceneTreeTween] 是否有效。有效的 [SceneTreeTween] 是由场景树包含的 "
"[SceneTreeTween](即 [method SceneTree.get_processed_tweens] 返回的数组中包含"
"这个 [SceneTreeTween])。[SceneTreeTween] 失效的情况有:补间完成、被销毁、使"
-"用 [code]Tween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 "
-"[Tweener],因为无法进行动画。不过 [method interpolate_value] 还是可以使用的。"
+"用 [code]SceneTreeTween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 "
+"[Tweener]。"
#: doc/classes/SceneTreeTween.xml
msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
@@ -68773,24 +68883,25 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
"这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n"
"调用这个方法时如果不带参数,那么该 [SceneTreeTween] 会无限执行,直到被 "
-"[method kill] 销毁、绑定节点被释放、或者所有进行动画的对象都被释放(无法再进"
-"行任何动画)。\n"
-"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。0 时长的循环动画(例如"
-"单个不带延迟的 [CallbackTweener] 或者节点无效的 [PropertyTweener])和无限 "
-"[code]while[/code] 循环是一样的,会导致游戏冻结。如果 [SceneTreeTween] 的生命"
-"期依赖于某个节点,请一定使用 [method bind_node]。"
+"[method kill] 销毁、该 [SceneTreeTween] 绑定的节点被释放、或者所有进行动画的"
+"对象都被释放(无法再进行任何动画)。\n"
+"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结,0 时"
+"长的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造"
+"成出乎预料的结果。如果 [SceneTreeTween] 的生命期依赖于某个节点,请一定使用 "
+"[method bind_node]。"
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -68874,7 +68985,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative to using the delay in other "
@@ -68971,7 +69081,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
@@ -69005,7 +69114,7 @@ msgstr ""
"创建并追加一个 [PropertyTweener]。这个方法会将 [code]object[/code] 对象的 "
"[code]property[/code] 属性在初始值和最终值 [code]final_val[/code] 之间进行补"
"间,持续时间为 [code]duration[/code] 秒。初始值默认为该 [PropertyTweener] 启"
-"动时的值。例如:\n"
+"动时该属性的值。例如:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -69027,7 +69136,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
@@ -69038,12 +69146,11 @@ msgid ""
msgstr ""
"在该 [SceneTreeTween] 完成所有补间时触发。该 [SceneTreeTween] 被设为无限循环"
"时不会触发(见 [method set_loops])。\n"
-"[b]注意:[/b]触发这个信号后,该 [SceneTreeTween] 会被移除(置为无效),但不是"
-"立即发生的,而是在下一个处理帧中发生。在该信号的回调中调用 [method stop] 会保"
-"留该 [SceneTreeTween]。"
+"[b]注意:[/b]触发这个信号后,该 [SceneTreeTween] 会在下一个处理帧中被移除(置"
+"为无效)。在该信号的回调中调用 [method stop] 可以防止该 [SceneTreeTween] 被移"
+"除。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after the final loop, use [signal "
@@ -69053,7 +69160,6 @@ msgstr ""
"会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
@@ -69733,7 +69839,7 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid "The shape's custom solver bias."
-msgstr "形状的自定义求解器偏差。"
+msgstr "形状的自定义求解器偏置。"
#: doc/classes/ShortCut.xml
msgid "A shortcut for binding input."
@@ -70671,11 +70777,37 @@ msgstr ""
"视化和编辑手柄。"
#: doc/classes/Spatial.xml
+#, fuzzy
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"局部变换的旋转部分以弧度表示,以 YXZ-Euler 角的形式表示(X 角、Y 角、Z "
+"角)。\n"
+"[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩"
+"阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个"
+"矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向"
+"量”应用仿射操作是没有意义的。"
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr "此节点的世界空间(全局)[Transform]。"
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -73660,6 +73792,29 @@ msgid ""
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
+"格式化字符串,将所有的 [code]placeholder[/code] 替换为 [code]values[/code] 中"
+"的元素。\n"
+"[code]values[/code] 可以是 [Dictionary] 或 [Array]。[code]placeholder[/code] "
+"中的下划线都会事先被替换为对应的键。数组元素使用其索引号作为键。\n"
+"[codeblock]\n"
+"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n"
+"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得"
+"名。\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# 输出:第 42 号用户是 Godot。\n"
+"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": "
+"\"Godot\"}))\n"
+"[/codeblock]\n"
+"[code]values[/code] 为数组时还会进行一些额外的处理。如果 [code]placeholder[/"
+"code] 中不包含下划线,该数组中的元素会依次对出现的占位符进行替换;如果数组元"
+"素是一个包含两个元素的数组,那么它就会被解释为键值对。\n"
+"[codeblock]\n"
+"# 输出:第 42 号用户是 Godot。\n"
+"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
@@ -73924,7 +74079,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
@@ -73937,11 +74091,11 @@ msgid ""
msgstr ""
"如果该字符串包含有效的整数,则返回 [code]true[/code]\n"
"[codeblock]\n"
-"print(\"7\".is_valid_int()) # 输出“True”\n"
-"print(\"14.6\".is_valid_int()) # 输出“False”\n"
-"print(\"L\".is_valid_int()) # 输出“False”\n"
-"print(\"+3\".is_valid_int()) # 输出“True”\n"
-"print(\"-12\".is_valid_int()) # 输出“True”\n"
+"print(\"7\".is_valid_integer()) # 输出“True”\n"
+"print(\"14.6\".is_valid_integer()) # 输出“False”\n"
+"print(\"L\".is_valid_integer()) # 输出“False”\n"
+"print(\"+3\".is_valid_integer()) # 输出“True”\n"
+"print(\"-12\".is_valid_integer()) # 输出“True”\n"
"[/codeblock]"
#: doc/classes/String.xml
@@ -74483,6 +74637,10 @@ msgid ""
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
+"使用由给定的 [RID] 标识的画布项绘制这个样式盒。\n"
+"[RID] 值既可以通过对现有的基于 [CanvasItem] 节点调用 [method CanvasItem."
+"get_canvas_item] 获得,也可以通过 [method VisualServer.canvas_item_create] 直"
+"接在 [VisualServer] 上创建画布项获得。"
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
@@ -76334,9 +76492,8 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。"
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
-msgstr "如果为 [code]true[/code],则可以选择和编辑该值。"
+msgstr "如果为 [code]true[/code],则允许拖放选中的文本。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -77018,7 +77175,7 @@ msgid ""
msgstr ""
"是 [Texture3D] 和 [TextureArray] 的基类。不能直接使用,但包含访问和使用 "
"[Texture3D] 和 [TextureArray] 的所有必要功能。数据是以每层为单位设置的。对于 "
-"[Texture3D],层指定了深度或 Z-index,它们可以被视为一堆二维切片。同样地,对"
+"[Texture3D],层指定了深度或 Z-index,它们可以被视为一堆 2D 切片。同样地,对"
"于 [TextureArray],层指定了数组层。"
#: doc/classes/TextureLayered.xml
@@ -77065,7 +77222,7 @@ msgstr ""
msgid ""
"Sets the data for the specified layer. Data takes the form of a 2-"
"dimensional [Image] resource."
-msgstr "设置指定图层的数据。数据的形式是二维的[Image]资源。"
+msgstr "设置指定图层的数据。数据的形式是二维的 [Image] 资源。"
#: doc/classes/TextureLayered.xml
msgid "Returns a dictionary with all the data used by this texture."
@@ -78398,7 +78555,7 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "The assigned [TileSet]."
-msgstr "指定的[TileSet]图块集。"
+msgstr "指定的 [TileSet] 图块集。"
#: doc/classes/TileMap.xml
msgid "Emitted when a tilemap setting has changed."
@@ -78735,7 +78892,7 @@ msgstr "返回图块的 [enum TileMode]。"
#: doc/classes/TileSet.xml
msgid "Returns the tile's Z index (drawing layer)."
-msgstr "返回图块的Z索引,即绘制层。"
+msgstr "返回图块的 Z 索引(绘制层)。"
#: doc/classes/TileSet.xml
msgid "Sets a light occluder for the tile."
@@ -78807,7 +78964,7 @@ msgstr "启用图块形状上的单向碰撞。"
#: doc/classes/TileSet.xml
msgid "Sets a [Transform2D] on a tile's shape."
-msgstr "在图块的形状上设置[Transform2D]。"
+msgstr "在图块的形状上设置 [Transform2D]。"
#: doc/classes/TileSet.xml
msgid "Sets an array of shapes for the tile, enabling collision."
@@ -78823,7 +78980,7 @@ msgstr "设置图块的纹理偏移。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's [enum TileMode]."
-msgstr "设置图块的[enum TileMode]。"
+msgstr "设置图块的 [enum TileMode]。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's drawing index."
@@ -79060,7 +79217,7 @@ msgid ""
"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
"minutes, since not all time zones are multiples of an hour from UTC."
msgstr ""
-"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏倚)和 "
+"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏置)和 "
"[code]name[/code](名称)。[code]bias[/code] 的值是从 UTC 的偏移量,单位为"
"分,因为并不是所有时区与 UTC 的时间差都是整数倍小时。"
@@ -79431,7 +79588,7 @@ msgid ""
msgstr ""
"如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] "
"和[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n"
-"[b]注意:[/b]这是一种 \"pass-by\" 的按压模式 ,而不是 \"bypass\"。"
+"[b]注意:[/b]这是一种“pass-by”的按压模式 ,而不是“bypass”。"
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the pressed state."
@@ -79888,7 +80045,6 @@ msgid "Control to show a tree of items."
msgstr "以树状形式显示项目的控件。"
#: doc/classes/Tree.xml
-#, fuzzy
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
@@ -79925,8 +80081,8 @@ msgid ""
msgstr ""
"这展示了一个可以选择、展开和折叠的项目树。该树可以有多列的自定义控件,如文本"
"编辑、按钮和弹出窗口。它对于结构化显示和互动很有用。\n"
-"树通过代码建立,使用[TreeItem]对象来构建结构。它们有一个单独根节点,但如果添"
-"加一个虚拟的隐藏根节点,就可以模拟多个根。\n"
+"树通过代码建立,使用 [TreeItem] 对象来构建结构。它们有一个单独根节点,但如果"
+"添加一个虚拟的隐藏根节点,就可以模拟多个根。\n"
"[codeblock]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
@@ -79937,9 +80093,17 @@ msgstr ""
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/codeblock]\n"
-"要遍历一个[Tree]对象中的所有[TreeItem]对象,在通过[method get_root]获得根之"
-"后,使用[method TreeItem.get_next]和[method TreeItem.get_children]方法。你可"
-"以对一个[TreeItem]使用[method Object.free]来把它从[Tree]中移除。"
+"要遍历一个 [Tree] 对象中的所有 [TreeItem] 对象,在通过 [method get_root] 获得"
+"根之后,使用 [method TreeItem.get_next] 和 [method TreeItem.get_children] 方"
+"法。你可以对一个 [TreeItem] 使用 [method Object.free] 来把它从 [Tree] 中移"
+"除。\n"
+"[b]增量搜索:[/b]与 [ItemList] 和 [PopupMenu] 类似,[Tree] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/Tree.xml
msgid "Clears the tree. This removes all items."
@@ -80009,7 +80173,7 @@ msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
-"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。参阅[method "
+"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。见 [method "
"TreeItem.set_cell_mode]。"
#: doc/classes/Tree.xml
@@ -80022,10 +80186,10 @@ msgid ""
"To get the item which the returned drop section is relative to, use [method "
"get_item_at_position]."
msgstr ""
-"返回位于[code]position[/code]的放置部分,如果没有项目,则返回-100。\n"
-"在 \"项目上方\"、\"项目之上\"和 \"项目下方\"的放置部分将分别返回-1、0或1的"
-"值。请参阅[enum DropModeFlags]以了解每个放置部分的描述。\n"
-"要获得返回的放置部分相对项,请使用[method get_item_at_position]。"
+"返回位于 [code]position[/code] 的放置部分,如果没有项目,则返回 -100。\n"
+"在“项目上方”“项目之上”和“项目下方”的放置部分将分别返回 -1、0 或 1 的值。请参"
+"阅 [enum DropModeFlags] 以了解每个放置部分的描述。\n"
+"要获得返回的放置部分相对项,请使用 [method get_item_at_position]。"
#: doc/classes/Tree.xml
msgid ""
@@ -82385,7 +82549,7 @@ msgstr "[VBoxContainer] 的元素之间的垂直空间。"
#: doc/classes/Vector2.xml
msgid "Vector used for 2D math."
-msgstr "用于二维数学的向量。"
+msgstr "用于 2D 数学的向量。"
#: doc/classes/Vector2.xml
msgid ""
@@ -82995,11 +83159,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -83106,8 +83270,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -83855,7 +84019,6 @@ msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr "阴影图集上第四象限的细分量。"
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
@@ -83865,8 +84028,9 @@ msgid ""
"manually (typically at least [code]256[/code])."
msgstr ""
"阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n"
-"[b]注意:[/b]如果设置为 0,阴影将不可见。由于用户创建的视区默认值为 0,因此必"
-"须手动将此值设置为大于 0。"
+"[b]注意:[/b]如果设置为 [code]0[/code],点阴影和方向阴影[i]都[/i]将不可见。由"
+"于用户创建的视区默认值为 [code]0[/code],因此必须手动将此值设置为大于 "
+"[code]0[/code](一般至少是 [code]256[/code])。"
#: doc/classes/Viewport.xml
msgid ""
@@ -83896,7 +84060,7 @@ msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。"
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
-msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],该视区应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
msgid ""
@@ -83905,6 +84069,9 @@ msgid ""
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
+"视区的渲染模式。\n"
+"[b]注意:[/b]如果设为 [constant USAGE_2D] 或 [constant "
+"USAGE_2D_NO_SAMPLING],则启用 [member hdr] 不会生效,因为 2D 不支持 HDR。"
#: doc/classes/Viewport.xml
msgid ""
@@ -89237,7 +89404,7 @@ msgstr "由六个面组成的纹理,可以在着色器中使用 [code]vec3[/co
#: doc/classes/VisualServer.xml
msgid "An array of 2-dimensional textures."
-msgstr "一组二维纹理。"
+msgstr "二维纹理的数组。"
#: doc/classes/VisualServer.xml
msgid "A 3-dimensional texture with width, height, and depth."
@@ -89473,17 +89640,17 @@ msgstr "第三次拆分所占用的阴影图集的比例。第四个拆分占据
msgid ""
"Normal bias used to offset shadow lookup by object normal. Can be used to "
"fix self-shadowing artifacts."
-msgstr "法线偏移,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
+msgstr "法线偏置,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
#: doc/classes/VisualServer.xml
msgid "Bias the shadow lookup to fix self-shadowing artifacts."
-msgstr "对阴影查找进行偏移,以修复自我阴影的假象。"
+msgstr "对阴影查找进行偏置,以修复自我阴影的假象。"
#: doc/classes/VisualServer.xml
msgid ""
"Increases bias on further splits to fix self-shadowing that only occurs far "
"away from the camera."
-msgstr "增加对进一步分割的偏差,以修复仅在远离相机的地方发生的自身阴影。"
+msgstr "增加对进一步分割的偏置,以修复仅在远离相机的地方发生的自身阴影。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum LightParam] enum."
@@ -89971,7 +90138,7 @@ msgid ""
"Use a specified canvas layer as the background. This can be useful for "
"instantiating a 2D scene in a 3D world."
msgstr ""
-"使用一个指定的画布层作为背景。这对在三维世界中实例化一个二维场景很有用。"
+"使用一个指定的画布层作为背景。这对在 3D 世界中实例化一个 2D 场景很有用。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -93917,7 +94084,7 @@ msgid ""
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [code]_physics_process(delta)[/code] in the main thread."
msgstr ""
-"直接访问世界物理二维空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访"
+"直接访问世界物理 2D 空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访"
"问仅限于主线程中的 [code]_physics_process(delta)[/code]。"
#: doc/classes/World2D.xml
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index 63312338fc..cd8d5c0eb5 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -10080,7 +10080,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10245,7 +10251,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28566,13 +28578,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29988,9 +30001,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30564,10 +30577,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30580,6 +30596,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45518,6 +45540,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54447,7 +54476,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54487,15 +54517,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55972,11 +56003,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66021,11 +66071,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66105,8 +66155,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "