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-rw-r--r--doc/classes/@GlobalScope.xml109
-rw-r--r--doc/classes/Animation.xml4
-rw-r--r--doc/classes/AnimationPlayer.xml42
-rw-r--r--doc/classes/ArrayMesh.xml2
-rw-r--r--doc/classes/BaseMaterial3D.xml20
-rw-r--r--doc/classes/CPUParticles2D.xml4
-rw-r--r--doc/classes/CPUParticles3D.xml4
-rw-r--r--doc/classes/Camera3D.xml5
-rw-r--r--doc/classes/CharacterBody3D.xml4
-rw-r--r--doc/classes/CollisionObject2D.xml7
-rw-r--r--doc/classes/CollisionObject3D.xml7
-rw-r--r--doc/classes/Curve.xml1
-rw-r--r--doc/classes/Decal.xml15
-rw-r--r--doc/classes/DisplayServer.xml35
-rw-r--r--doc/classes/EditorPaths.xml6
-rw-r--r--doc/classes/EditorProperty.xml7
-rw-r--r--doc/classes/EditorSettings.xml731
-rw-r--r--doc/classes/Environment.xml9
-rw-r--r--doc/classes/File.xml5
-rw-r--r--doc/classes/GPUParticles2D.xml4
-rw-r--r--doc/classes/GPUParticles3D.xml4
-rw-r--r--doc/classes/GPUParticlesCollisionSDF3D.xml20
-rw-r--r--doc/classes/Geometry2D.xml10
-rw-r--r--doc/classes/GeometryInstance3D.xml4
-rw-r--r--doc/classes/Gradient.xml1
-rw-r--r--doc/classes/GraphEdit.xml23
-rw-r--r--doc/classes/HTTPClient.xml3
-rw-r--r--doc/classes/Image.xml2
-rw-r--r--doc/classes/ImporterMesh.xml2
-rw-r--r--doc/classes/ItemList.xml2
-rw-r--r--doc/classes/LabelSettings.xml8
-rw-r--r--doc/classes/Light3D.xml18
-rw-r--r--doc/classes/LineEdit.xml28
-rw-r--r--doc/classes/MeshInstance3D.xml2
-rw-r--r--doc/classes/MultiMesh.xml2
-rw-r--r--doc/classes/NavigationMesh.xml1
-rw-r--r--doc/classes/OS.xml34
-rw-r--r--doc/classes/Object.xml6
-rw-r--r--doc/classes/OccluderInstance3D.xml2
-rw-r--r--doc/classes/OptionButton.xml4
-rw-r--r--doc/classes/ParticlesMaterial.xml48
-rw-r--r--doc/classes/PhysicsRayQueryParameters2D.xml16
-rw-r--r--doc/classes/PhysicsRayQueryParameters3D.xml16
-rw-r--r--doc/classes/Plane.xml7
-rw-r--r--doc/classes/ProjectSettings.xml8
-rw-r--r--doc/classes/RenderingDevice.xml6
-rw-r--r--doc/classes/RenderingServer.xml50
-rw-r--r--doc/classes/ResourceFormatSaver.xml4
-rw-r--r--doc/classes/ResourceLoader.xml2
-rw-r--r--doc/classes/ResourceSaver.xml6
-rw-r--r--doc/classes/ResourceUID.xml19
-rw-r--r--doc/classes/RootMotionView.xml12
-rw-r--r--doc/classes/Shader.xml2
-rw-r--r--doc/classes/ShaderMaterial.xml4
-rw-r--r--doc/classes/ShapeCast2D.xml18
-rw-r--r--doc/classes/ShapeCast3D.xml24
-rw-r--r--doc/classes/SpinBox.xml3
-rw-r--r--doc/classes/String.xml3
-rw-r--r--doc/classes/TextServer.xml44
-rw-r--r--doc/classes/TextServerExtension.xml22
-rw-r--r--doc/classes/TileSet.xml37
-rw-r--r--doc/classes/TorusMesh.xml25
-rw-r--r--doc/classes/Transform2D.xml46
-rw-r--r--doc/classes/Transform3D.xml56
-rw-r--r--doc/classes/Tree.xml2
-rw-r--r--doc/classes/Vector4.xml45
-rw-r--r--doc/classes/VisualShaderNodeTextureUniform.xml9
-rw-r--r--doc/classes/VisualShaderNodeVectorRefract.xml4
-rw-r--r--doc/classes/VoxelGIData.xml6
-rw-r--r--doc/classes/WeakRef.xml2
-rw-r--r--doc/classes/Window.xml4
-rwxr-xr-xdoc/tools/make_rst.py417
-rw-r--r--doc/translations/fr.po2949
-rw-r--r--doc/translations/it.po7
-rw-r--r--doc/translations/pt_BR.po14
-rw-r--r--doc/translations/ru.po37
-rw-r--r--doc/translations/zh_CN.po234
77 files changed, 3724 insertions, 1681 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 709863b70f..7a75823230 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -134,15 +134,32 @@
</description>
</method>
<method name="ceil">
- <return type="float" />
- <argument index="0" name="x" type="float" />
+ <return type="Variant" />
+ <argument index="0" name="x" type="Variant" />
<description>
- Rounds [code]x[/code] upward (towards positive infinity), returning the smallest whole number that is not less than [code]x[/code].
+ Rounds [code]x[/code] upward (towards positive infinity), returning the smallest whole number that is not less than [code]x[/code]. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
[codeblock]
var i = ceil(1.45) # i is 2.0
i = ceil(1.001) # i is 2.0
[/codeblock]
See also [method floor], [method round], and [method snapped].
+ [b]Note:[/b] For better type safety, you can use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil] or [method Vector4.ceil] instead.
+ </description>
+ </method>
+ <method name="ceilf">
+ <return type="float" />
+ <argument index="0" name="x" type="float" />
+ <description>
+ Rounds [code]x[/code] upward (towards positive infinity), returning the smallest whole number that is not less than [code]x[/code].
+ A type-safe version of [method ceil], specialzied in floats.
+ </description>
+ </method>
+ <method name="ceili">
+ <return type="int" />
+ <argument index="0" name="x" type="float" />
+ <description>
+ Rounds [code]x[/code] upward (towards positive infinity), returning the smallest whole number that is not less than [code]x[/code].
+ A type-safe version of [method ceil] that returns integer.
</description>
</method>
<method name="clamp">
@@ -300,10 +317,10 @@
</description>
</method>
<method name="floor">
- <return type="float" />
- <argument index="0" name="x" type="float" />
+ <return type="Variant" />
+ <argument index="0" name="x" type="Variant" />
<description>
- Rounds [code]x[/code] downward (towards negative infinity), returning the largest whole number that is not more than [code]x[/code].
+ Rounds [code]x[/code] downward (towards negative infinity), returning the largest whole number that is not more than [code]x[/code]. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
[codeblock]
# a is 2.0
var a = floor(2.99)
@@ -311,7 +328,23 @@
a = floor(-2.99)
[/codeblock]
See also [method ceil], [method round], and [method snapped].
- [b]Note:[/b] This method returns a float. If you need an integer, you can use [code]int(x)[/code] directly.
+ [b]Note:[/b] For better type safety, you can use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor] or [method Vector4.floor] instead.
+ </description>
+ </method>
+ <method name="floorf">
+ <return type="float" />
+ <argument index="0" name="x" type="float" />
+ <description>
+ Rounds [code]x[/code] downward (towards negative infinity), returning the largest whole number that is not more than [code]x[/code].
+ A type-safe version of [method floor], specialzied in floats.
+ </description>
+ </method>
+ <method name="floori">
+ <return type="int" />
+ <argument index="0" name="x" type="float" />
+ <description>
+ Rounds [code]x[/code] downward (towards negative infinity), returning the largest whole number that is not more than [code]x[/code].
+ Equivalent of doing [code]int(x)[/code].
</description>
</method>
<method name="fmod">
@@ -380,7 +413,7 @@
<argument index="1" name="to" type="float" />
<argument index="2" name="weight" type="float" />
<description>
- Returns an interpolation or extrapolation factor considering the range specified in [code]from[/code] and [code]to[/code], and the interpolated value specified in [code]weight[/code]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between [code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]).
+ Returns an interpolation or extrapolation factor considering the range specified in [code]from[/code] and [code]to[/code], and the interpolated value specified in [code]weight[/code]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between [code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on the result of [method inverse_lerp] if this is not desired.
[codeblock]
# The interpolation ratio in the `lerp()` call below is 0.75.
var middle = lerp(20, 30, 0.75)
@@ -389,7 +422,7 @@
var ratio = inverse_lerp(20, 30, 27.5)
# `ratio` is now 0.75.
[/codeblock]
- See also [method lerp] which performs the reverse of this operation.
+ See also [method lerp] which performs the reverse of this operation, and [method range_lerp] to map a continuous series of values to another.
</description>
</method>
<method name="is_equal_approx">
@@ -439,16 +472,18 @@
</description>
</method>
<method name="lerp">
- <return type="float" />
- <argument index="0" name="from" type="float" />
- <argument index="1" name="to" type="float" />
- <argument index="2" name="weight" type="float" />
+ <return type="Variant" />
+ <argument index="0" name="from" type="Variant" />
+ <argument index="1" name="to" type="Variant" />
+ <argument index="2" name="weight" type="Variant" />
<description>
- Linearly interpolates between two values by the factor defined in [code]weight[/code]. To perform interpolation, [code]weight[/code] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i].
+ Linearly interpolates between two values by the factor defined in [code]weight[/code]. To perform interpolation, [code]weight[/code] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. Use [method clamp] on the result of [method lerp] if this is not desired.
+ Both [code]from[/code] and [code]to[/code] must have matching types. Supported types: [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis].
[codeblock]
lerp(0, 4, 0.75) # Returns 3.0
[/codeblock]
- See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep].
+ See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. See also [method range_lerp] to map a continuous series of values to another.
+ [b]Note:[/b] For better type safety, you can use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp] instead.
</description>
</method>
<method name="lerp_angle">
@@ -471,6 +506,19 @@
[b]Note:[/b] This method lerps through the shortest path between [code]from[/code] and [code]to[/code]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
</description>
</method>
+ <method name="lerpf">
+ <return type="float" />
+ <argument index="0" name="from" type="float" />
+ <argument index="1" name="to" type="float" />
+ <argument index="2" name="weight" type="float" />
+ <description>
+ Linearly interpolates between two values by the factor defined in [code]weight[/code]. To perform interpolation, [code]weight[/code] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i].
+ [codeblock]
+ lerp(0, 4, 0.75) # Returns 3.0
+ [/codeblock]
+ See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep].
+ </description>
+ </method>
<method name="linear2db">
<return type="float" />
<argument index="0" name="lin" type="float" />
@@ -807,10 +855,11 @@
<argument index="3" name="ostart" type="float" />
<argument index="4" name="ostop" type="float" />
<description>
- Maps a [code]value[/code] from range [code][istart, istop][/code] to [code][ostart, ostop][/code].
+ Maps a [code]value[/code] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [code]value[/code] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. Use [method clamp] on the result of [method range_lerp] if this is not desired.
[codeblock]
range_lerp(75, 0, 100, -1, 1) # Returns 0.5
[/codeblock]
+ For complex use cases where you need multiple ranges, consider using [Curve] or [Gradient] instead.
</description>
</method>
<method name="rid_allocate_id">
@@ -827,14 +876,33 @@
</description>
</method>
<method name="round">
- <return type="float" />
- <argument index="0" name="x" type="float" />
+ <return type="Variant" />
+ <argument index="0" name="x" type="Variant" />
<description>
- Rounds [code]x[/code] to the nearest whole number, with halfway cases rounded away from zero.
+ Rounds [code]x[/code] to the nearest whole number, with halfway cases rounded away from zero. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
[codeblock]
+ round(2.4) # Returns 2
+ round(2.5) # Returns 3
round(2.6) # Returns 3
[/codeblock]
See also [method floor], [method ceil], and [method snapped].
+ [b]Note:[/b] For better type safety, you can use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round] or [method Vector4.round] instead.
+ </description>
+ </method>
+ <method name="roundf">
+ <return type="float" />
+ <argument index="0" name="x" type="float" />
+ <description>
+ Rounds [code]x[/code] to the nearest whole number, with halfway cases rounded away from zero.
+ A type-safe version of [method round], specialzied in floats.
+ </description>
+ </method>
+ <method name="roundi">
+ <return type="int" />
+ <argument index="0" name="x" type="float" />
+ <description>
+ Rounds [code]x[/code] to the nearest whole number, with halfway cases rounded away from zero.
+ A type-safe version of [method round] that returns integer.
</description>
</method>
<method name="seed">
@@ -1057,7 +1125,7 @@
<return type="Variant" />
<argument index="0" name="obj" type="Variant" />
<description>
- Returns a weak reference to an object, or [code]null[/code] is the argument is invalid.
+ Returns a weak reference to an object, or [code]null[/code] if the argument is invalid.
A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
</description>
</method>
@@ -1209,6 +1277,7 @@
The [ResourceSaver] singleton.
</member>
<member name="ResourceUID" type="ResourceUID" setter="" getter="">
+ The [ResourceUID] singleton.
</member>
<member name="TextServerManager" type="TextServerManager" setter="" getter="">
The [TextServerManager] singleton.
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index a92b237624..f40f11944d 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -391,13 +391,13 @@
</description>
</method>
<method name="track_insert_key">
- <return type="void" />
+ <return type="int" />
<argument index="0" name="track_idx" type="int" />
<argument index="1" name="time" type="float" />
<argument index="2" name="key" type="Variant" />
<argument index="3" name="transition" type="float" default="1" />
<description>
- Insert a generic key in a given track.
+ Inserts a generic key in a given track. Returns the key index.
</description>
</method>
<method name="track_is_compressed" qualifiers="const">
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index b24c439432..d3c8bdac3a 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -1,11 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationPlayer" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Container and player of [Animation] resources.
+ Player of [Animation] resources.
</brief_description>
<description>
- An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
- [AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween] node, but it requires doing everything by code.
+ An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions.
+ Some methods and properties use a single key to refence an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation whithin the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
+ [AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween], but it requires doing everything by code.
Updating the target properties of animations occurs at process time.
</description>
<tutorials>
@@ -19,6 +20,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="library" type="AnimationLibrary" />
<description>
+ Adds [code]library[/code] to the animation player, under the key [code]name[/code].
</description>
</method>
<method name="advance">
@@ -32,7 +34,7 @@
<return type="StringName" />
<argument index="0" name="anim_from" type="StringName" />
<description>
- Returns the name of the next animation in the queue.
+ Returns the key of the animation which is queued to play after the [code]anim_from[/code] animation.
</description>
</method>
<method name="animation_set_next">
@@ -59,13 +61,14 @@
<return type="StringName" />
<argument index="0" name="animation" type="Animation" />
<description>
- Returns the name of [code]animation[/code] or an empty string if not found.
+ Returns the key of [code]animation[/code] or an empty [StringName] if not found.
</description>
</method>
<method name="find_animation_library" qualifiers="const">
<return type="StringName" />
<argument index="0" name="animation" type="Animation" />
<description>
+ Returns the key for the [AnimationLibrary] that contains [code]animation[/code] or an empty [StringName] if not found.
</description>
</method>
<method name="get_animation" qualifiers="const">
@@ -79,17 +82,19 @@
<return type="AnimationLibrary" />
<argument index="0" name="name" type="StringName" />
<description>
+ Returns the first [AnimationLibrary] with key [code]name[/code] or [code]null[/code] if not found.
</description>
</method>
<method name="get_animation_library_list" qualifiers="const">
<return type="StringName[]" />
<description>
+ Returns the list of stored library keys.
</description>
</method>
<method name="get_animation_list" qualifiers="const">
<return type="PackedStringArray" />
<description>
- Returns the list of stored animation names.
+ Returns the list of stored animation keys.
</description>
</method>
<method name="get_blend_time" qualifiers="const">
@@ -97,7 +102,7 @@
<argument index="0" name="anim_from" type="StringName" />
<argument index="1" name="anim_to" type="StringName" />
<description>
- Gets the blend time (in seconds) between two animations, referenced by their names.
+ Gets the blend time (in seconds) between two animations, referenced by their keys.
</description>
</method>
<method name="get_playing_speed" qualifiers="const">
@@ -109,7 +114,7 @@
<method name="get_queue">
<return type="PackedStringArray" />
<description>
- Returns a list of the animation names that are currently queued to play.
+ Returns a list of the animation keys that are currently queued to play.
</description>
</method>
<method name="has_animation" qualifiers="const">
@@ -123,6 +128,7 @@
<return type="bool" />
<argument index="0" name="name" type="StringName" />
<description>
+ Returns [code]true[/code] if the [AnimationPlayer] stores an [AnimationLibrary] with key [code]name[/code].
</description>
</method>
<method name="is_playing" qualifiers="const">
@@ -164,6 +170,7 @@
<return type="void" />
<argument index="0" name="name" type="StringName" />
<description>
+ Removes the [AnimationLibrary] assosiated with the key [code]name[/code].
</description>
</method>
<method name="rename_animation_library">
@@ -171,6 +178,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="newname" type="StringName" />
<description>
+ Moves the [AnimationLibrary] associated with the key [code]name[/code] to the key [code]newname[/code].
</description>
</method>
<method name="seek">
@@ -188,7 +196,7 @@
<argument index="1" name="anim_to" type="StringName" />
<argument index="2" name="sec" type="float" />
<description>
- Specifies a blend time (in seconds) between two animations, referenced by their names.
+ Specifies a blend time (in seconds) between two animations, referenced by their keys.
</description>
</method>
<method name="stop">
@@ -202,17 +210,17 @@
</methods>
<members>
<member name="assigned_animation" type="String" setter="set_assigned_animation" getter="get_assigned_animation">
- If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also [member current_animation].
+ If playing, the the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also [member current_animation].
</member>
<member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default="&quot;&quot;">
- The name of the animation to play when the scene loads.
+ The key of the animation to play when the scene loads.
</member>
<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default="&quot;&quot;">
- The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations.
+ The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations.
[b]Note:[/b] while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
</member>
<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
- The length (in seconds) of the currently being played animation.
+ The length (in seconds) of the currently playing animation.
</member>
<member name="current_animation_position" type="float" setter="" getter="get_current_animation_position">
The position (in seconds) of the currently playing animation.
@@ -237,8 +245,8 @@
The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.
</member>
<member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true">
- This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving.
- In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving.
+ This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.
+ This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.
</member>
<member name="root_node" type="NodePath" setter="set_root" getter="get_root" default="NodePath(&quot;..&quot;)">
The node from which node path references will travel.
@@ -249,8 +257,8 @@
<argument index="0" name="old_name" type="StringName" />
<argument index="1" name="new_name" type="StringName" />
<description>
- Emitted when a queued animation plays after the previous animation was finished. See [method queue].
- [b]Note:[/b] The signal is not emitted when the animation is changed via [method play] or from [AnimationTree].
+ Emitted when a queued animation plays after the previous animation finished. See [method queue].
+ [b]Note:[/b] The signal is not emitted when the animation is changed via [method play] or by an [AnimationTree].
</description>
</signal>
<signal name="animation_finished">
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 0f2dd6587a..f5c799d4de 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -67,7 +67,7 @@
<description>
Creates a new surface.
Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
- The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
+ The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
</description>
</method>
<method name="clear_blend_shapes">
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index b3cea7217e..d0290ff5fd 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -218,30 +218,44 @@
Grows object vertices in the direction of their normals.
</member>
<member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled" default="false">
+ If [code]true[/code], uses parallax occlusion mapping to represent depth in the material instead of simple offset mapping (see [member heightmap_enabled]). This results in a more convincing depth effect, but is much more expensive on the GPU. Only enable this on materials where it makes a significant visual difference.
</member>
<member name="heightmap_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled].
+ If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled]. Height mapping is a demanding feature on the GPU, so it should only be used on materials where it makes a significant visual difference.
[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled.
</member>
<member name="heightmap_flip_binormal" type="bool" setter="set_heightmap_deep_parallax_flip_binormal" getter="get_heightmap_deep_parallax_flip_binormal" default="false">
+ If [code]true[/code], flips the mesh's binormal vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable [member heightmap_scale]), try setting this to [code]true[/code].
</member>
<member name="heightmap_flip_tangent" type="bool" setter="set_heightmap_deep_parallax_flip_tangent" getter="get_heightmap_deep_parallax_flip_tangent" default="false">
+ If [code]true[/code], flips the mesh's tangent vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable [member heightmap_scale]), try setting this to [code]true[/code].
</member>
<member name="heightmap_flip_texture" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], interprets the height map texture as a depth map, with brighter values appearing to be "lower" in altitude compared to darker values.
+ This can be enabled for compatibility with some materials authored for Godot 3.x. This is not necessary if the Invert import option was used to invert the depth map in Godot 3.x, in which case [member heightmap_flip_texture] should remain [code]false[/code].
</member>
<member name="heightmap_max_layers" type="int" setter="set_heightmap_deep_parallax_max_layers" getter="get_heightmap_deep_parallax_max_layers">
+ The number of layers to use for parallax occlusion mapping when the camera is up close to the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference.
+ [b]Note:[/b] Only effective if [member heightmap_deep_parallax] is [code]true[/code].
</member>
<member name="heightmap_min_layers" type="int" setter="set_heightmap_deep_parallax_min_layers" getter="get_heightmap_deep_parallax_min_layers">
+ The number of layers to use for parallax occlusion mapping when the camera is far away from the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference.
+ [b]Note:[/b] Only effective if [member heightmap_deep_parallax] is [code]true[/code].
</member>
- <member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale" default="0.05">
+ <member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale" default="5.0">
+ The heightmap scale to use for the parallax effect (see [member heightmap_enabled]). The default value is tuned so that the highest point (value = 255) appears to be 5 cm higher than the lowest point (value = 0). Higher values result in a deeper appearance, but may result in artifacts appearing when looking at the material from oblique angles, especially when the camera moves. Negative values can be used to invert the parallax effect, but this is different from inverting the texture using [member heightmap_flip_texture] as the material will also appear to be "closer" to the camera. In most cases, [member heightmap_scale] should be kept to a positive value.
+ [b]Note:[/b] If the height map effect looks strange regardless of this value, try adjusting [member heightmap_flip_binormal] and [member heightmap_flip_tangent]. See also [member heightmap_texture] for recommendations on authoring heightmap textures, as the way the heightmap texture is authored affects how [member heightmap_scale] behaves.
</member>
<member name="heightmap_texture" type="Texture2D" setter="set_texture" getter="get_texture">
+ The texture to use as a height map. See also [member heightmap_enabled].
+ For best results, the texture should be normalized (with [member heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], this can be done using [b]Colors &gt; Auto &gt; Equalize[/b]. If the texture only uses a small part of its available range, the parallax effect may look strange, especially when the camera moves.
+ [b]Note:[/b] To reduce memory usage and improve loading times, you may be able to use a lower-resolution heightmap texture as most heightmaps are only comprised of low-frequency data.
</member>
<member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0">
A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness].
</member>
<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5">
- Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.
+ Adjusts the strength of specular reflections. Specular reflections are composed of scene reflections and the specular lobe which is the bright spot that is reflected from light sources. When set to [code]0.0[/code], no specular reflections will be visible. This differs from the [constant SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only applies to the specular lobe from the light source.
[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness].
</member>
<member name="metallic_texture" type="Texture2D" setter="set_texture" getter="get_texture">
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index dacdca1cee..b0282e4107 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -192,8 +192,8 @@
</member>
<member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
</member>
- <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
+ If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
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.
diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml
index f2a0040ed4..d8faf8e91d 100644
--- a/doc/classes/CPUParticles3D.xml
+++ b/doc/classes/CPUParticles3D.xml
@@ -224,8 +224,8 @@
<member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
Minimum linear acceleration.
</member>
- <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
+ If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated.
</member>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
The [Mesh] used for each particle. If [code]null[/code], particles will be spheres.
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index 3aedbbd1e6..643351efc0 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -113,7 +113,7 @@
<argument index="2" name="z_near" type="float" />
<argument index="3" name="z_far" type="float" />
<description>
- Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units.
+ Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. See also [member frustum_offset].
</description>
</method>
<method name="set_orthogonal">
@@ -144,7 +144,7 @@
# This code block is part of a script that inherits from Node3D.
# `control` is a reference to a node inheriting from Control.
control.visible = not get_viewport().get_camera_3d().is_position_behind(global_transform.origin)
- control.rect_position = get_viewport().get_camera_3d().unproject_position(global_transform.origin)
+ control.position = get_viewport().get_camera_3d().unproject_position(global_transform.origin)
[/codeblock]
</description>
</method>
@@ -179,6 +179,7 @@
</member>
<member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2(0, 0)">
The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url].
+ [b]Note:[/b] Only effective if [member projection] is [constant PROJECTION_FRUSTUM].
</member>
<member name="h_offset" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0">
The horizontal (X) offset of the camera viewport.
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 6c5cd62fe1..795bd7a429 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -159,10 +159,10 @@
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
<member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
- Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
+ Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity.
</member>
<member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
- Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored.
+ Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored.
</member>
<member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true">
If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index 5d025985cc..95d99855f6 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -16,7 +16,8 @@
<argument index="1" name="event" type="InputEvent" />
<argument index="2" name="shape_idx" type="int" />
<description>
- Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be [code]true[/code]. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events.
+ Accepts unhandled [InputEvent]s. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events.
+ [b]Note:[/b] [method _input_event] requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
</description>
</method>
<method name="create_shape_owner">
@@ -218,17 +219,19 @@
<argument index="1" name="event" type="InputEvent" />
<argument index="2" name="shape_idx" type="int" />
<description>
- Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details.
+ Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. See [method _input_event] for details.
</description>
</signal>
<signal name="mouse_entered">
<description>
Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
</description>
</signal>
<signal name="mouse_exited">
<description>
Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
</description>
</signal>
<signal name="mouse_shape_entered">
diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml
index 2aac5528f4..7284a7e341 100644
--- a/doc/classes/CollisionObject3D.xml
+++ b/doc/classes/CollisionObject3D.xml
@@ -18,6 +18,7 @@
<argument index="4" name="shape_idx" type="int" />
<description>
Receives unhandled [InputEvent]s. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events.
+ [b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
</description>
</method>
<method name="create_shape_owner">
@@ -199,12 +200,14 @@
</signal>
<signal name="mouse_entered">
<description>
- Emitted when the mouse pointer enters any of this object's shapes.
+ Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
</description>
</signal>
<signal name="mouse_exited">
<description>
- Emitted when the mouse pointer exits all this object's shapes.
+ Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
</description>
</signal>
</signals>
diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml
index 383d33532b..179b0344c2 100644
--- a/doc/classes/Curve.xml
+++ b/doc/classes/Curve.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A curve that can be saved and re-used for other objects. By default, it ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions points relative to the [code]0.5[/code] Y position.
+ See also [Gradient] which is designed for color interpolation. See also [Curve2D] and [Curve3D].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml
index b86104a5e3..3322ab4c66 100644
--- a/doc/classes/Decal.xml
+++ b/doc/classes/Decal.xml
@@ -58,7 +58,7 @@
</methods>
<members>
<member name="albedo_mix" type="float" setter="set_albedo_mix" getter="get_albedo_mix" default="1.0">
- Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh.
+ Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh. This can be set to [code]0.0[/code] to create a decal that only affects normal or ORM. In this case, an albedo texture is still required as its alpha channel will determine where the normal and ORM will be overridden. See also [member modulate].
</member>
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575">
Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.
@@ -70,22 +70,23 @@
If [code]true[/code], decals will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. The Decal will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance.
</member>
<member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
- The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end.
+ The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. Higher values result in a smoother fade-out transition, which is more suited when the camera moves fast.
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0">
- Energy multiplier for the emission texture. This will make the decal emit light at a higher intensity.
+ Energy multiplier for the emission texture. This will make the decal emit light at a higher or lower intensity, independently of the albedo color. See also [member modulate].
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
Sets the size of the [AABB] used by the decal. The AABB goes from [code]-extents[/code] to [code]extents[/code].
</member>
<member name="lower_fade" type="float" setter="set_lower_fade" getter="get_lower_fade" default="0.3">
- Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
+ Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member upper_fade].
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
- Changes the [Color] of the Decal by multiplying it with this value.
+ Changes the [Color] of the Decal by multiplying the albedo and emission colors with this value. The alpha component is only taken into account when multiplying the albedo color, not the emission color. See also [member emission_energy] and [member albedo_mix] to change the emission and albedo intensity independently of each other.
</member>
<member name="normal_fade" type="float" setter="set_normal_fade" getter="get_normal_fade" default="0.0">
Fades the Decal if the angle between the Decal's [AABB] and the target surface becomes too large. A value of [code]0[/code] projects the Decal regardless of angle, a value of [code]1[/code] limits the Decal to surfaces that are nearly perpendicular.
+ [b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/code] has a small performance cost due to the added normal angle computations.
</member>
<member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
@@ -98,13 +99,15 @@
<member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals.
[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
+ [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a normal-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's normal map should be overridden (and its intensity).
</member>
<member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
+ [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a ORM-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's ORM map should be overridden (and its intensity).
</member>
<member name="upper_fade" type="float" setter="set_upper_fade" getter="get_upper_fade" default="0.3">
- Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
+ Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member lower_fade].
</member>
</members>
<constants>
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index cec504584c..bc6cd88fa5 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -930,7 +930,7 @@
<return type="void" />
<argument index="0" name="existing_text" type="String" />
<argument index="1" name="position" type="Rect2" default="Rect2(0, 0, 0, 0)" />
- <argument index="2" name="multiline" type="bool" default="false" />
+ <argument index="2" name="type" type="int" enum="DisplayServer.VirtualKeyboardType" default="0" />
<argument index="3" name="max_length" type="int" default="-1" />
<argument index="4" name="cursor_start" type="int" default="-1" />
<argument index="5" name="cursor_end" type="int" default="-1" />
@@ -938,11 +938,11 @@
Shows the virtual keyboard if the platform has one.
[code]existing_text[/code] parameter is useful for implementing your own [LineEdit] or [TextEdit], as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions).
[code]position[/code] parameter is the screen space [Rect2] of the edited text.
- [code]multiline[/code] parameter needs to be set to [code]true[/code] to be able to enter multiple lines of text, as in [TextEdit].
+ [code]type[/code] parameter allows configuring which type of virtual keyboard to show.
[code]max_length[/code] limits the number of characters that can be entered if different from [code]-1[/code].
[code]cursor_start[/code] can optionally define the current text cursor position if [code]cursor_end[/code] is not set.
[code]cursor_start[/code] and [code]cursor_end[/code] can optionally define the current text selection.
- [b]Note:[/b] This method is implemented on Android, iOS and UWP.
+ [b]Note:[/b] This method is implemented on Android, iOS and HTML5.
</description>
</method>
<method name="warp_mouse">
@@ -1049,7 +1049,7 @@
<return type="int" enum="DisplayServer.VSyncMode" />
<argument index="0" name="window_id" type="int" default="0" />
<description>
- Returns the VSync mode of the given window.
+ Returns the V-Sync mode of the given window.
</description>
</method>
<method name="window_move_to_foreground">
@@ -1234,7 +1234,7 @@
<argument index="0" name="vsync_mode" type="int" enum="DisplayServer.VSyncMode" />
<argument index="1" name="window_id" type="int" default="0" />
<description>
- Sets the VSync mode of the given window.
+ Sets the V-Sync mode of the given window.
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED], if the desired mode is not supported.
</description>
@@ -1323,6 +1323,31 @@
</constant>
<constant name="SCREEN_SENSOR" value="6" enum="ScreenOrientation">
</constant>
+ <constant name="KEYBOARD_TYPE_DEFAULT" value="0" enum="VirtualKeyboardType">
+ Default text virtual keyboard.
+ </constant>
+ <constant name="KEYBOARD_TYPE_MULTILINE" value="1" enum="VirtualKeyboardType">
+ Multiline virtual keyboard.
+ </constant>
+ <constant name="KEYBOARD_TYPE_NUMBER" value="2" enum="VirtualKeyboardType">
+ Virtual number keypad, useful for PIN entry.
+ </constant>
+ <constant name="KEYBOARD_TYPE_NUMBER_DECIMAL" value="3" enum="VirtualKeyboardType">
+ Virtual number keypad, useful for entering fractional numbers.
+ </constant>
+ <constant name="KEYBOARD_TYPE_PHONE" value="4" enum="VirtualKeyboardType">
+ Virtual phone number keypad.
+ </constant>
+ <constant name="KEYBOARD_TYPE_EMAIL_ADDRESS" value="5" enum="VirtualKeyboardType">
+ Virtual keyboard with additional keys to assist with typing email addresses.
+ </constant>
+ <constant name="KEYBOARD_TYPE_PASSWORD" value="6" enum="VirtualKeyboardType">
+ Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization.
+ [b]Note:[/b] This is not supported on HTML5. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT].
+ </constant>
+ <constant name="KEYBOARD_TYPE_URL" value="7" enum="VirtualKeyboardType">
+ Virtual keyboard with additional keys to assist with typing URLs.
+ </constant>
<constant name="CURSOR_ARROW" value="0" enum="CursorShape">
</constant>
<constant name="CURSOR_IBEAM" value="1" enum="CursorShape">
diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml
index d44c08cb0f..2975ea6d75 100644
--- a/doc/classes/EditorPaths.xml
+++ b/doc/classes/EditorPaths.xml
@@ -48,6 +48,12 @@
[/codeblock]
</description>
</method>
+ <method name="get_project_settings_dir" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the project-specific editor settings path. Projects all have a unique subdirectory inside the settings path where project-specific editor settings are saved.
+ </description>
+ </method>
<method name="get_self_contained_file" qualifiers="const">
<return type="String" />
<description>
diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml
index 84f8523da3..586458bd28 100644
--- a/doc/classes/EditorProperty.xml
+++ b/doc/classes/EditorProperty.xml
@@ -101,6 +101,13 @@
Used by sub-inspectors. Emit it if what was selected was an Object ID.
</description>
</signal>
+ <signal name="property_can_revert_changed">
+ <argument index="0" name="property" type="StringName" />
+ <argument index="1" name="can_revert" type="bool" />
+ <description>
+ Emitted when the revertability (i.e., whether it has a non-default value and thus is displayed with a revert icon) of a property has changed.
+ </description>
+ </signal>
<signal name="property_changed">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index ac2250ab6d..ade7bc1256 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -105,12 +105,6 @@
Returns project-specific metadata for the [code]section[/code] and [code]key[/code] specified. If the metadata doesn't exist, [code]default[/code] will be returned instead. See also [method set_project_metadata].
</description>
</method>
- <method name="get_project_settings_dir" qualifiers="const">
- <return type="String" />
- <description>
- Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved.
- </description>
- </method>
<method name="get_recent_dirs" qualifiers="const">
<return type="PackedStringArray" />
<description>
@@ -157,6 +151,7 @@
<argument index="0" name="name" type="String" />
<argument index="1" name="actions_list" type="Array" />
<description>
+ Overrides the built-in editor action [code]name[/code] with the input actions defined in [code]actions_list[/code].
</description>
</method>
<method name="set_favorites">
@@ -200,6 +195,730 @@
</description>
</method>
</methods>
+ <members>
+ <member name="debugger/profiler_frame_history_size" type="int" setter="" getter="">
+ The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates.
+ </member>
+ <member name="docks/filesystem/always_show_folders" type="bool" setter="" getter="">
+ If [code]true[/code], displays folders in the FileSystem dock's bottom pane when split mode is enabled. If [code]false[/code], only files will be displayed in the bottom pane. Split mode can be toggled by pressing the icon next to the [code]res://[/code] folder path.
+ [b]Note:[/b] This setting has no effect when split mode is disabled (which is the default).
+ </member>
+ <member name="docks/filesystem/textfile_extensions" type="String" setter="" getter="">
+ List of file extensions to consider as editable text files in the FileSystem dock (by double-clicking on the files).
+ </member>
+ <member name="docks/filesystem/thumbnail_size" type="int" setter="" getter="">
+ The thumbnail size to use in the FileSystem dock (in pixels). See also [member filesystem/file_dialog/thumbnail_size].
+ </member>
+ <member name="docks/property_editor/auto_refresh_interval" type="float" setter="" getter="">
+ The refresh interval to use for the inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector more often, but take up more CPU time.
+ </member>
+ <member name="docks/property_editor/subresource_hue_tint" type="float" setter="" getter="">
+ The tint intensity to use for the subresources background in the inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference.
+ </member>
+ <member name="docks/scene_tree/auto_expand_to_selected" type="bool" setter="" getter="">
+ If [code]true[/code], the scene tree dock will automatically unfold nodes when a node that has folded parents is selected.
+ </member>
+ <member name="docks/scene_tree/start_create_dialog_fully_expanded" type="bool" setter="" getter="">
+ If [code]true[/code], the Create dialog (Create New Node/Create New Resource) will start with all its sections expanded. Otherwise, sections will be collapsed until the user starts searching (which will automatically expand sections as needed).
+ </member>
+ <member name="editors/2d/bone_color1" type="Color" setter="" getter="">
+ The "start" stop of the color gradient to use for bones in the 2D skeleton editor.
+ </member>
+ <member name="editors/2d/bone_color2" type="Color" setter="" getter="">
+ The "end" stop of the color gradient to use for bones in the 2D skeleton editor.
+ </member>
+ <member name="editors/2d/bone_ik_color" type="Color" setter="" getter="">
+ The color to use for inverse kinematics-enabled bones in the 2D skeleton editor.
+ </member>
+ <member name="editors/2d/bone_outline_color" type="Color" setter="" getter="">
+ The outline color to use for non-selected bones in the 2D skeleton editor. See also [member editors/2d/bone_selected_color].
+ </member>
+ <member name="editors/2d/bone_outline_size" type="int" setter="" getter="">
+ The outline size in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_width].
+ </member>
+ <member name="editors/2d/bone_selected_color" type="Color" setter="" getter="">
+ The color to use for selected bones in the 2D skeleton editor. See also [member editors/2d/bone_outline_color].
+ </member>
+ <member name="editors/2d/bone_width" type="int" setter="" getter="">
+ The bone width in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_outline_size].
+ </member>
+ <member name="editors/2d/constrain_editor_view" type="bool" setter="" getter="">
+ If [code]true[/code], prevents the 2D editor viewport from leaving the scene. Limits are calculated dynamically based on nodes present in the current scene. If [code]false[/code], the 2D editor viewport will be able to move freely, but you risk getting lost when zooming out too far. You can refocus on the scene by selecting a node then pressing [kbd]F[/kbd].
+ </member>
+ <member name="editors/2d/grid_color" type="Color" setter="" getter="">
+ The grid color to use in the 2D editor.
+ </member>
+ <member name="editors/2d/guides_color" type="Color" setter="" getter="">
+ The guides color to use in the 2D editor. Guides can be created by dragging the mouse cursor from the rulers.
+ </member>
+ <member name="editors/2d/smart_snapping_line_color" type="Color" setter="" getter="">
+ The color to use when drawing smart snapping lines in the 2D editor. The smart snapping lines will automatically display when moving 2D nodes if smart snapping is enabled in the Snapping Options menu at the top of the 2D editor viewport.
+ </member>
+ <member name="editors/2d/viewport_border_color" type="Color" setter="" getter="">
+ The color of the viewport border in the 2D editor. This border represents the viewport's size at the base resolution defined in the Project Settings. Objects placed outside this border will not be visible unless a [Camera2D] node is used, or unless the window is resized and the stretch mode is set to [code]disabled[/code].
+ </member>
+ <member name="editors/3d/default_fov" type="float" setter="" getter="">
+ The default camera field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.
+ </member>
+ <member name="editors/3d/default_z_far" type="float" setter="" getter="">
+ The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.
+ </member>
+ <member name="editors/3d/default_z_near" type="float" setter="" getter="">
+ The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.
+ </member>
+ <member name="editors/3d/freelook/freelook_activation_modifier" type="int" setter="" getter="">
+ The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button).
+ [b]Note:[/b] Regardless of this setting, the freelook toggle keyboard shortcut ([kbd]Shift + F[/kbd] by default) is always available.
+ [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
+ </member>
+ <member name="editors/3d/freelook/freelook_base_speed" type="float" setter="" getter="">
+ The base 3D freelook speed in units per second. This can be adjusted by using the mouse wheel while in freelook mode, or by holding down the "fast" or "slow" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, respectively).
+ </member>
+ <member name="editors/3d/freelook/freelook_inertia" type="float" setter="" getter="">
+ The inertia of the 3D freelook camera. Higher values make the camera start and stop slower, which looks smoother but adds latency.
+ </member>
+ <member name="editors/3d/freelook/freelook_navigation_scheme" type="int" setter="" getter="">
+ The navigation scheme to use when freelook is enabled in the 3D editor. Some of the navigation schemes below may be more convenient when designing specific levels in the 3D editor.
+ - [b]Default:[/b] The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move relative to the camera, taking its pitch angle into account for the movement.
+ - [b]Partially Axis-Locked:[/b] The "Freelook Forward" and "Freelook Backward" keys will move relative to the camera, taking its pitch angle into account for the movement. The "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, [i]not[/i] taking the camera's pitch angle into account for the movement.
+ - [b]Fully Axis-Locked:[/b] The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, [i]not[/i] taking the camera's pitch angle into account for the movement.
+ See also [member editors/3d/navigation/navigation_scheme].
+ </member>
+ <member name="editors/3d/freelook/freelook_sensitivity" type="float" setter="" getter="">
+ The mouse sensitivity to use while freelook mode is active in the 3D editor. See also [member editors/3d/navigation_feel/orbit_sensitivity].
+ </member>
+ <member name="editors/3d/freelook/freelook_speed_zoom_link" type="bool" setter="" getter="">
+ If [code]true[/code], freelook speed is linked to the zoom value used in the camera orbit mode in the 3D editor.
+ </member>
+ <member name="editors/3d/grid_division_level_bias" type="float" setter="" getter="">
+ The grid division bias to use in the 3D editor. Negative values will cause small grid divisions to appear earlier, whereas positive values will cause small grid divisions to appear later.
+ </member>
+ <member name="editors/3d/grid_division_level_max" type="int" setter="" getter="">
+ The smallest grid division to use in the 3D editor, specified as a power of 2. The grid will not be able to get larger than [code]1 ^ grid_division_level_max[/code] units. By default, this means grid divisions cannot get smaller than 100 units each, no matter how far away the camera is from the grid.
+ </member>
+ <member name="editors/3d/grid_division_level_min" type="int" setter="" getter="">
+ The smallest grid division to use in the 3D editor, specified as a power of 2. The grid will not be able to get smaller than [code]1 ^ grid_division_level_min[/code] units. By default, this means grid divisions cannot get smaller than 1 unit each, no matter how close the camera is from the grid.
+ </member>
+ <member name="editors/3d/grid_size" type="int" setter="" getter="">
+ The grid size in units. Higher values prevent the grid from appearing "cut off" at certain angles, but make the grid more demanding to render. Depending on the camera's position, the grid may not be fully visible since a shader is used to fade it progressively.
+ </member>
+ <member name="editors/3d/grid_xy_plane" type="bool" setter="" getter="">
+ If [code]true[/code], render the grid on an XY plane. This can be useful for 3D side-scrolling games.
+ </member>
+ <member name="editors/3d/grid_xz_plane" type="bool" setter="" getter="">
+ If [code]true[/code], render the grid on an XZ plane.
+ </member>
+ <member name="editors/3d/grid_yz_plane" type="bool" setter="" getter="">
+ If [code]true[/code], render the grid on an YZ plane. This can be useful for 3D side-scrolling games.
+ </member>
+ <member name="editors/3d/navigation/emulate_3_button_mouse" type="bool" setter="" getter="">
+ If [code]true[/code], enables 3-button mouse emulation mode. This is useful on laptops when using a trackpad.
+ When 3-button mouse emulation mode is enabled, the pan, zoom and orbit modifiers can always be used in the 3D editor viewport, even when not holding down any mouse button.
+ [b]Note:[/b] No matter the orbit modifier configured in [member editors/3d/navigation/orbit_modifier], [kbd]Alt[/kbd] will always remain usable for orbiting in this mode to improve usability with graphics tablets.
+ </member>
+ <member name="editors/3d/navigation/emulate_numpad" type="bool" setter="" getter="">
+ If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] keys to function as their equivalent numpad keys for 3D editor navigation. This should be enabled on keyboards that have no numeric keypad available.
+ </member>
+ <member name="editors/3d/navigation/invert_x_axis" type="bool" setter="" getter="">
+ If [code]true[/code], invert the horizontal mouse axis when panning or orbiting in the 3D editor. This setting does [i]not[/i] apply to freelook mode.
+ </member>
+ <member name="editors/3d/navigation/invert_y_axis" type="bool" setter="" getter="">
+ If [code]true[/code], invert the vertical mouse axis when panning, orbiting, or using freelook mode in the 3D editor.
+ </member>
+ <member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter="">
+ The navigation scheme to use in the 3D editor. Changing this setting will affect the mouse buttons that must be held down to perform certain operations in the 3D editor viewport.
+ - [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.
+ - [b]Maya:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom.
+ - [b]Modo:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom.
+ See also [member editors/3d/freelook/freelook_navigation_scheme].
+ [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
+ </member>
+ <member name="editors/3d/navigation/orbit_modifier" type="int" setter="" getter="">
+ The modifier key that must be held to orbit in the 3D editor.
+ [b]Note:[/b] If [member editors/3d/navigation/emulate_3_button_mouse] is [code]true[/code], [kbd]Alt[/kbd] will always remain usable for orbiting to improve usability with graphics tablets.
+ [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
+ </member>
+ <member name="editors/3d/navigation/pan_modifier" type="int" setter="" getter="">
+ The modifier key that must be held to pan in the 3D editor.
+ [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
+ </member>
+ <member name="editors/3d/navigation/warped_mouse_panning" type="bool" setter="" getter="">
+ If [code]true[/code], warps the mouse around the 3D viewport while panning in the 3D editor. This makes it possible to pan over a large area without having to exit panning then mouse the mouse back constantly.
+ </member>
+ <member name="editors/3d/navigation/zoom_modifier" type="int" setter="" getter="">
+ The modifier key that must be held to zoom in the 3D editor.
+ [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
+ </member>
+ <member name="editors/3d/navigation/zoom_style" type="int" setter="" getter="">
+ The mouse cursor movement direction to use when zooming by moving the mouse. This does not affect zooming with the mouse wheel.
+ </member>
+ <member name="editors/3d/navigation_feel/orbit_inertia" type="float" setter="" getter="">
+ The inertia to use when orbiting in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
+ </member>
+ <member name="editors/3d/navigation_feel/orbit_sensitivity" type="float" setter="" getter="">
+ The mouse sensitivity to use when orbiting in the 3D editor. See also [member editors/3d/freelook/freelook_sensitivity].
+ </member>
+ <member name="editors/3d/navigation_feel/translation_inertia" type="float" setter="" getter="">
+ The inertia to use when panning in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
+ </member>
+ <member name="editors/3d/navigation_feel/zoom_inertia" type="float" setter="" getter="">
+ The inertia to use when zooming in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
+ </member>
+ <member name="editors/3d/primary_grid_color" type="Color" setter="" getter="">
+ The color to use for the primary 3D grid. The color's alpha channel affects the grid's opacity.
+ </member>
+ <member name="editors/3d/primary_grid_steps" type="int" setter="" getter="">
+ If set above 0, where a primary grid line should be drawn. By default, primary lines are configured to be more visible than secondary lines. This helps with measurements in the 3D editor. See also [member editors/3d/primary_grid_color] and [member editors/3d/secondary_grid_color].
+ </member>
+ <member name="editors/3d/secondary_grid_color" type="Color" setter="" getter="">
+ The color to use for the secondary 3D grid. This is generally a less visible color than [member editors/3d/primary_grid_color]. The color's alpha channel affects the grid's opacity.
+ </member>
+ <member name="editors/3d/selection_box_color" type="Color" setter="" getter="">
+ The color to use for the selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity.
+ </member>
+ <member name="editors/3d_gizmos/gizmo_colors/instantiated" type="Color" setter="" getter="">
+ The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instanced scene file (from the perspective of the current scene).
+ </member>
+ <member name="editors/3d_gizmos/gizmo_colors/joint" type="Color" setter="" getter="">
+ The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s.
+ </member>
+ <member name="editors/3d_gizmos/gizmo_colors/shape" type="Color" setter="" getter="">
+ The 3D editor gizmo color for [CollisionShape3D]s, [VehicleWheel3D]s, [RayCast3D]s and [SpringArm3D]s.
+ </member>
+ <member name="editors/animation/autorename_animation_tracks" type="bool" setter="" getter="">
+ If [code]true[/code], automatically updates animation tracks' target paths when renaming or reparenting nodes in the Scene tree dock.
+ </member>
+ <member name="editors/animation/confirm_insert_track" type="bool" setter="" getter="">
+ If [code]true[/code], display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property.
+ </member>
+ <member name="editors/animation/default_create_bezier_tracks" type="bool" setter="" getter="">
+ If [code]true[/code], create a Bezier track instead of a standard track when pressing the "key" icon next to a property. Bezier tracks provide more control over animation curves, but are more difficult to adjust quickly.
+ </member>
+ <member name="editors/animation/default_create_reset_tracks" type="bool" setter="" getter="">
+ If [code]true[/code], create a [code]RESET[/code] track when creating a new animation track. This track can be used to restore the animation to a "default" state.
+ </member>
+ <member name="editors/animation/onion_layers_future_color" type="Color" setter="" getter="">
+ The modulate color to use for "future" frames displayed in the animation editor's onion skinning feature.
+ </member>
+ <member name="editors/animation/onion_layers_past_color" type="Color" setter="" getter="">
+ The modulate color to use for "past" frames displayed in the animation editor's onion skinning feature.
+ </member>
+ <member name="editors/grid_map/pick_distance" type="float" setter="" getter="">
+ The maximum distance at which tiles can be placed on a GridMap, relative to the camera position (in 3D units).
+ </member>
+ <member name="editors/panning/2d_editor_pan_speed" type="int" setter="" getter="">
+ The panning speed when using the mouse wheel or touchscreen events in the 2D editor. This setting does not apply to panning by holding down the middle or right mouse buttons.
+ </member>
+ <member name="editors/panning/2d_editor_panning_scheme" type="int" setter="" getter="">
+ Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See also [member editors/panning/sub_editors_panning_scheme] and [member editors/panning/animation_editors_panning_scheme].
+ </member>
+ <member name="editors/panning/animation_editors_panning_scheme" type="int" setter="" getter="">
+ Controls whether the mouse wheel scroll zooms or pans in the animation track and Bezier editors. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/sub_editors_panning_scheme] (which controls the animation blend tree editor's pan behavior).
+ </member>
+ <member name="editors/panning/simple_panning" type="bool" setter="" getter="">
+ If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If [code]false[/code], the left mouse button must be held down while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport.
+ </member>
+ <member name="editors/panning/sub_editors_panning_scheme" type="int" setter="" getter="">
+ Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor, visual shader editor and visual script editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme].
+ </member>
+ <member name="editors/panning/warped_mouse_panning" type="bool" setter="" getter="">
+ If [code]true[/code], warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning then mouse the mouse back constantly.
+ </member>
+ <member name="editors/polygon_editor/point_grab_radius" type="int" setter="" getter="">
+ The radius in which points can be selected in the [Polygon2D] and [CollisionPolygon2D] editors (in pixels). Higher values make it easier to select points quickly, but can make it more difficult to select the expected point when several points are located close to each other.
+ </member>
+ <member name="editors/polygon_editor/show_previous_outline" type="bool" setter="" getter="">
+ If [code]true[/code], displays the polygon's previous shape in the 2D polygon editors with an opaque gray outline. This outline is displayed while dragging a point until the left mouse button is released.
+ </member>
+ <member name="editors/tiles_editor/display_grid" type="bool" setter="" getter="">
+ If [code]true[/code], displays a grid while the TileMap editor is active. See also [member editors/tiles_editor/grid_color].
+ </member>
+ <member name="editors/tiles_editor/grid_color" type="Color" setter="" getter="">
+ The color to use for the TileMap editor's grid.
+ [b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is [code]true[/code].
+ </member>
+ <member name="editors/visual_editors/lines_curvature" type="float" setter="" getter="">
+ The curvature to use for connection lines in the visual script and visual shader editors. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines.
+ </member>
+ <member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter="">
+ The opacity of the minimap displayed in the bottom-right corner of the visual script and visual shader editors.
+ </member>
+ <member name="editors/visual_editors/visual_shader/port_preview_size" type="int" setter="" getter="">
+ The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically.
+ </member>
+ <member name="filesystem/directories/autoscan_project_path" type="String" setter="" getter="">
+ The folder where projects should be scanned for (recursively), in a way similar to the project manager's [b]Scan[/b]button. This can be set to the same value as [member filesystem/directories/default_project_path] for convenience.
+ [b]Note:[/b] Setting this path to a folder with very large amounts of files/folders can slow down the project manager startup significantly. To keep the project manager quick to start up, it is recommended to set this value to a folder as "specific" as possible.
+ </member>
+ <member name="filesystem/directories/default_project_path" type="String" setter="" getter="">
+ The folder where new projects should be created by default when clicking the project manager's [b]New Project[/b] button. This can be set to the same value as [member filesystem/directories/autoscan_project_path] for convenience.
+ </member>
+ <member name="filesystem/file_dialog/display_mode" type="int" setter="" getter="">
+ The display mode to use in the editor's file dialogs.
+ - [b]Thumbnails[/b] takes more space, but displays dynamic resource thumbnails, making resources easier to preview without having to open them.
+ - [b]List[/b] is more compact but doesn't display dynamic resource thumbnails. Instead, it displays static icons based on the file extension.
+ </member>
+ <member name="filesystem/file_dialog/show_hidden_files" type="bool" setter="" getter="">
+ If [code]true[/code], display hidden files in the editor's file dialogs. Files that have names starting with [code].[/code] are considered hidden (e.g. [code].hidden_file[/code]).
+ </member>
+ <member name="filesystem/file_dialog/thumbnail_size" type="int" setter="" getter="">
+ The thumbnail size to use in the editor's file dialogs (in pixels). See also [member docks/filesystem/thumbnail_size].
+ </member>
+ <member name="filesystem/on_save/compress_binary_resources" type="bool" setter="" getter="">
+ If [code]true[/code], uses lossless compression for binary resources.
+ </member>
+ <member name="filesystem/on_save/safe_save_on_backup_then_rename" type="bool" setter="" getter="">
+ If [code]true[/code], when saving a file, the editor will rename the old file to a different name, save a new file, then only remove the old file once the new file has been saved. This makes loss of data less likely to happen if the editor or operating system exits unexpectedly while saving (e.g. due to a crash or power outage).
+ [b]Note:[/b] On Windows, this feature can interact negatively with certain antivirus programs. In this case, you may have to set this to [code]false[/code] to prevent file locking issues.
+ </member>
+ <member name="interface/editor/automatically_open_screenshots" type="bool" setter="" getter="">
+ If [code]true[/code], automatically opens screenshots with the default program associated to [code].png[/code] files after a screenshot is taken using the [b]Editor &gt; Take Screenshot[/b] action.
+ </member>
+ <member name="interface/editor/code_font" type="String" setter="" getter="">
+ The font to use for the script editor. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file.
+ </member>
+ <member name="interface/editor/code_font_contextual_ligatures" type="int" setter="" getter="">
+ The font ligatures to enable for the currently configured code font. Not all fonts include support for ligatures.
+ [b]Note:[/b] The default editor code font (Hack) does not have contextual ligatures in its font file.
+ </member>
+ <member name="interface/editor/code_font_custom_opentype_features" type="String" setter="" getter="">
+ List of custom OpenType features to use, if supported by the currently configured code font. Not all fonts include support for custom OpenType features. The string should follow the OpenType specification.
+ [b]Note:[/b] The default editor code font (Hack) does not have custom OpenType features in its font file.
+ </member>
+ <member name="interface/editor/code_font_custom_variations" type="String" setter="" getter="">
+ List of alternative characters to use, if supported by the currently configured code font. Not all fonts include support for custom variations. The string should follow the OpenType specification.
+ [b]Note:[/b] The default editor code font (Hack) does not have alternate characters in its font file.
+ </member>
+ <member name="interface/editor/code_font_size" type="int" setter="" getter="">
+ The size of the font in the script editor. This setting does not impact the font size of the Output panel (see [member run/output/font_size]).
+ </member>
+ <member name="interface/editor/custom_display_scale" type="float" setter="" getter="">
+ The custom editor scale factor to use. This can be used for displays with very high DPI where a scale factor of 200% is not sufficient.
+ [b]Note:[/b] Only effective if [member interface/editor/display_scale] is set to [b]Custom[/b].
+ </member>
+ <member name="interface/editor/debug/enable_pseudolocalization" type="bool" setter="" getter="">
+ If [code]true[/code], lengthens the editor's localizable strings and replaces their characters with accented variants. This allows spotting non-localizable strings easily, while also ensuring the UI layout doesn't break when strings are made longer (as many languages require strings to be longer).
+ This is a debugging feature and should only be enabled when working on the editor itself.
+ </member>
+ <member name="interface/editor/display_scale" type="int" setter="" getter="">
+ The display scale factor to use for the editor interface. Higher values are more suited to hiDPI/Retina displays.
+ If set to [b]Auto[/b], the editor scale is automatically determined based on the screen resolution and reported display DPI. This heuristic is not always ideal, which means you can get better results by setting the editor scale manually.
+ If set to [b]Custom[/b], the scaling value in [member interface/editor/custom_display_scale] will be used.
+ </member>
+ <member name="interface/editor/editor_language" type="String" setter="" getter="">
+ The language to use for the editor interface.
+ Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
+ </member>
+ <member name="interface/editor/font_antialiased" type="bool" setter="" getter="">
+ If [code]true[/code], enables FreeType's font antialiasing on the editor fonts. Most fonts are not designed to look good with antialiasing disabled, so it's recommended to leave this enabled unless you're using a pixel art font.
+ </member>
+ <member name="interface/editor/font_hinting" type="int" setter="" getter="">
+ The font hinting mode to use for the editor fonts. FreeType supports the following font hinting modes:
+ - [b]None:[/b] Don't use font hinting when rasterizing the font. This results in a smooth font, but it can look blurry.
+ - [b]Light:[/b] Use hinting on the X axis only. This is a compromise between font sharpness and smoothness.
+ - [b]Normal:[/b] Use hinting on both X and Y axes. This results in a sharp font, but it doesn't look very smooth.
+ If set to [b]Auto[/b], the font hinting mode will be set to match the current operating system in use. This means the [b]Light[/b] hinting mode will be used on Windows and Linux, and the [b]None[/b] hinting mode will be used on macOS.
+ </member>
+ <member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter="">
+ The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One half of a pixel[/b] and [b]One quarter of a pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One quarter of a pixel[/b] being the highest-quality option).
+ </member>
+ <member name="interface/editor/low_processor_mode_sleep_usec" type="float" setter="" getter="">
+ The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also [member interface/editor/unfocused_low_processor_mode_sleep_usec].
+ </member>
+ <member name="interface/editor/main_font" type="String" setter="" getter="">
+ The font to use for the editor interface. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file.
+ </member>
+ <member name="interface/editor/main_font_bold" type="String" setter="" getter="">
+ The font to use for bold text in the editor interface. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file.
+ </member>
+ <member name="interface/editor/main_font_size" type="int" setter="" getter="">
+ The size of the font in the editor interface.
+ </member>
+ <member name="interface/editor/mouse_extra_buttons_navigate_history" type="bool" setter="" getter="">
+ If [code]true[/code], the mouse's additional side buttons will be usable to navigate in the script editor's file history. Set this to [code]false[/code] if you're using the side buttons for other purposes (such as a push-to-talk button in a VoIP program).
+ </member>
+ <member name="interface/editor/save_each_scene_on_quit" type="bool" setter="" getter="">
+ If [code]true[/code], the editor will save all scenes when confirming the [b]Save[/b] action when quitting the editor or quitting to the project list. If [code]false[/code], the editor will ask to save each scene individually.
+ </member>
+ <member name="interface/editor/separate_distraction_mode" type="bool" setter="" getter="">
+ If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs.
+ </member>
+ <member name="interface/editor/show_internal_errors_in_toast_notifications" type="int" setter="" getter="">
+ If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications.
+ The default [b]Auto[/b] value will only enable this if the editor was compiled with the [code]dev=yes[/code] option (the default is [code]dev=no[/code]).
+ </member>
+ <member name="interface/editor/single_window_mode" type="bool" setter="" getter="">
+ If [code]true[/code], embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window.
+ </member>
+ <member name="interface/editor/unfocused_low_processor_mode_sleep_usec" type="float" setter="" getter="">
+ When the editor window is unfocused, the amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops (in addition to improving the running project's performance if the editor has to redraw continuously). However, higher values will result in a less responsive editor. The default value is set to limit the editor to 20 FPS when the editor window is unfocused. See also [member interface/editor/low_processor_mode_sleep_usec].
+ </member>
+ <member name="interface/inspector/max_array_dictionary_items_per_page" type="int" setter="" getter="">
+ The number of [Array] or [Dictionary] items to display on each "page" in the inspector. Higher values allow viewing more values per page, but take more time to load. This increased load time is noticeable when selecting nodes that have array or dictionary properties in the editor.
+ </member>
+ <member name="interface/inspector/show_low_level_opentype_features" type="bool" setter="" getter="">
+ If [code]true[/code], display OpenType features marked as [code]hidden[/code] by the font file in the [Font] editor.
+ </member>
+ <member name="interface/scene_tabs/display_close_button" type="int" setter="" getter="">
+ Controls when the Close (X) button is displayed on scene tabs at the top of the editor.
+ </member>
+ <member name="interface/scene_tabs/maximum_width" type="int" setter="" getter="">
+ The maximum width of each scene tab at the top editor (in pixels).
+ </member>
+ <member name="interface/scene_tabs/show_script_button" type="bool" setter="" getter="">
+ If [code]true[/code], show a button next to each scene tab that opens the scene's "dominant" script when clicked. The "dominant" script is the one that is at the highest level in the scene's hierarchy.
+ </member>
+ <member name="interface/scene_tabs/show_thumbnail_on_hover" type="bool" setter="" getter="">
+ If [code]true[/code], display an automatically-generated thumbnail when hovering scene tabs with the mouse. Scene thumbnails are generated when saving the scene.
+ </member>
+ <member name="interface/theme/accent_color" type="Color" setter="" getter="">
+ The color to use for "highlighted" user interface elements in the editor (pressed and hovered items).
+ </member>
+ <member name="interface/theme/additional_spacing" type="float" setter="" getter="">
+ The spacing to add for buttons and list items in the editor (in pixels). Increasing this value is useful to improve usability on touch screens, at the cost of reducing the amount of usable screen real estate.
+ </member>
+ <member name="interface/theme/base_color" type="Color" setter="" getter="">
+ The base color to use for user interface elements in the editor. Secondary colors (such as darker/lighter variants) are derived from this color.
+ </member>
+ <member name="interface/theme/border_size" type="int" setter="" getter="">
+ The border size to use for interface elements (in pixels).
+ </member>
+ <member name="interface/theme/contrast" type="float" setter="" getter="">
+ The contrast factor to use when deriving the editor theme's base color (see [member interface/theme/base_color]). When using a positive values, the derived colors will be [i]darker[/i] than the base color. This contrast factor can be set to a negative value, which will make the derived colors [i]brighter[/i] than the base color. Negative contrast rates often look better for light themes.
+ </member>
+ <member name="interface/theme/corner_radius" type="int" setter="" getter="">
+ The corner radius to use for interface elements (in pixels). [code]0[/code] is square.
+ </member>
+ <member name="interface/theme/custom_theme" type="String" setter="" getter="">
+ The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format.
+ </member>
+ <member name="interface/theme/icon_and_font_color" type="int" setter="" getter="">
+ The icon and font color scheme to use in the editor.
+ - [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color].
+ - [b]Dark[/b] makes fonts and icons light (suitable for dark themes).
+ - [b]Light[/b] makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following [url=https://github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135]this set of rules[/url].
+ </member>
+ <member name="interface/theme/icon_saturation" type="float" setter="" getter="">
+ The saturation to use for editor icons. Higher values result in more vibrant colors.
+ [b]Note:[/b] The default editor icon saturation was increased by 30% in Godot 4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/theme/icon_saturation] to [code]0.77[/code].
+ </member>
+ <member name="interface/theme/preset" type="String" setter="" getter="">
+ The editor theme preset to use.
+ </member>
+ <member name="interface/theme/relationship_line_opacity" type="float" setter="" getter="">
+ The opacity to use when drawing relationship lines in the editor's [Tree]-based GUIs (such as the Scene tree dock).
+ </member>
+ <member name="network/debug/remote_host" type="String" setter="" getter="">
+ The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]).
+ </member>
+ <member name="network/debug/remote_port" type="int" setter="" getter="">
+ The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application.
+ </member>
+ <member name="network/http_proxy/host" type="String" setter="" getter="">
+ The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/port].
+ [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
+ </member>
+ <member name="network/http_proxy/port" type="int" setter="" getter="">
+ The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/host].
+ [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
+ </member>
+ <member name="network/ssl/editor_ssl_certificates" type="String" setter="" getter="">
+ The SSL certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
+ </member>
+ <member name="project_manager/sorting_order" type="int" setter="" getter="">
+ The sorting order to use in the project manager. When changing the sorting order in the project manager, this setting is set permanently in the editor settings.
+ </member>
+ <member name="run/auto_save/save_before_running" type="bool" setter="" getter="">
+ If [code]true[/code], saves all scenes and scripts automatically before running the project. Setting this to [code]false[/code] prevents the editor from saving if there are no changes which can speed up the project startup slightly, but it makes it possible to run a project that has unsaved changes. (Unsaved changes will not be visible in the running project.)
+ </member>
+ <member name="run/output/always_clear_output_on_play" type="bool" setter="" getter="">
+ If [code]true[/code], the editor will clear the Output panel when running the project.
+ </member>
+ <member name="run/output/always_close_output_on_stop" type="bool" setter="" getter="">
+ If [code]true[/code], the editor will collapse the Output panel when stopping the project.
+ </member>
+ <member name="run/output/always_open_output_on_play" type="bool" setter="" getter="">
+ If [code]true[/code], the editor will expand the Output panel when running the project.
+ </member>
+ <member name="run/output/font_size" type="int" setter="" getter="">
+ The size of the font in the [b]Output[/b] panel at the bottom of the editor. This setting does not impact the font size of the script editor (see [member interface/editor/code_font_size]).
+ </member>
+ <member name="run/window_placement/rect" type="int" setter="" getter="">
+ The window mode to use to display the project when starting the project from the editor.
+ </member>
+ <member name="run/window_placement/rect_custom_position" type="Vector2" setter="" getter="">
+ The custom position to use when starting the project from the editor (in pixels from the top-left corner). Only effective if [member run/window_placement/rect] is set to [b]Custom Position[/b].
+ </member>
+ <member name="run/window_placement/screen" type="int" setter="" getter="">
+ The monitor to display the project on when starting the project from the editor.
+ </member>
+ <member name="text_editor/appearance/caret/caret_blink" type="bool" setter="" getter="">
+ If [code]true[/code], makes the caret blink according to [member text_editor/appearance/caret/caret_blink_speed]. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn.
+ </member>
+ <member name="text_editor/appearance/caret/caret_blink_speed" type="float" setter="" getter="">
+ The interval at which to blink the caret (in seconds). See also [member text_editor/appearance/caret/caret_blink].
+ </member>
+ <member name="text_editor/appearance/caret/highlight_all_occurrences" type="bool" setter="" getter="">
+ If [code]true[/code], highlights all occurrences of the currently selected text in the script editor. See also [member text_editor/theme/highlighting/word_highlighted_color].
+ </member>
+ <member name="text_editor/appearance/caret/highlight_current_line" type="bool" setter="" getter="">
+ If [code]true[/code], colors the background of the line the caret is currently on with [member text_editor/theme/highlighting/current_line_color].
+ </member>
+ <member name="text_editor/appearance/caret/type" type="int" setter="" getter="">
+ The shape of the caret to use in the script editor. [b]Line[/b] displays a vertical line to the left of the current character, whereas [b]Block[/b] displays a outline over the current character.
+ </member>
+ <member name="text_editor/appearance/guidelines/line_length_guideline_hard_column" type="int" setter="" getter="">
+ The column at which to display a subtle line as a line length guideline for scripts. This should generally be greater than [member text_editor/appearance/guidelines/line_length_guideline_soft_column].
+ </member>
+ <member name="text_editor/appearance/guidelines/line_length_guideline_soft_column" type="int" setter="" getter="">
+ The column at which to display a [i]very[/i] subtle line as a line length guideline for scripts. This should generally be lower than [member text_editor/appearance/guidelines/line_length_guideline_hard_column].
+ </member>
+ <member name="text_editor/appearance/guidelines/show_line_length_guidelines" type="bool" setter="" getter="">
+ If [code]true[/code], displays line length guidelines to help you keep line lengths in check. See also [member text_editor/appearance/guidelines/line_length_guideline_soft_column] and [member text_editor/appearance/guidelines/line_length_guideline_hard_column].
+ </member>
+ <member name="text_editor/appearance/gutters/highlight_type_safe_lines" type="bool" setter="" getter="">
+ If [code]true[/code], highlights type-safe lines by displaying their line number color with [member text_editor/theme/highlighting/safe_line_number_color] instead of [member text_editor/theme/highlighting/line_number_color]. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines will run faster in Godot 4.0 and later thanks to typed instructions.
+ </member>
+ <member name="text_editor/appearance/gutters/line_numbers_zero_padded" type="bool" setter="" getter="">
+ If [code]true[/code], displays line numbers with zero padding (e.g. [code]007[/code] instead of [code]7[/code]).
+ </member>
+ <member name="text_editor/appearance/gutters/show_bookmark_gutter" type="bool" setter="" getter="">
+ If [code]true[/code], displays a gutter at the left containing icons for bookmarks.
+ </member>
+ <member name="text_editor/appearance/gutters/show_info_gutter" type="bool" setter="" getter="">
+ If [code]true[/code], displays a gutter at the left containing icons for methods with signal connections.
+ </member>
+ <member name="text_editor/appearance/gutters/show_line_numbers" type="bool" setter="" getter="">
+ If [code]true[/code], displays line numbers in the gutter at the left.
+ </member>
+ <member name="text_editor/appearance/lines/code_folding" type="bool" setter="" getter="">
+ If [code]true[/code], displays the folding arrows next to indented code sections and allows code folding. If [code]false[/code], hides the folding arrows next to indented code sections and disallows code folding.
+ </member>
+ <member name="text_editor/appearance/lines/word_wrap" type="int" setter="" getter="">
+ If [code]true[/code], wraps long lines over multiple lines to avoid horizontal scrolling. This is a display-only feature; it does not actually insert line breaks in your scripts.
+ </member>
+ <member name="text_editor/appearance/minimap/minimap_width" type="int" setter="" getter="">
+ The width of the minimap in the script editor (in pixels).
+ </member>
+ <member name="text_editor/appearance/minimap/show_minimap" type="bool" setter="" getter="">
+ If [code]true[/code], draws an overview of the script near the scroll bar. The minimap can be left-clicked to scroll directly to a location in an "absolute" manner.
+ </member>
+ <member name="text_editor/appearance/whitespace/draw_spaces" type="bool" setter="" getter="">
+ If [code]true[/code], draws space characters as centered points.
+ </member>
+ <member name="text_editor/appearance/whitespace/draw_tabs" type="bool" setter="" getter="">
+ If [code]true[/code], draws tab characters as chevrons.
+ </member>
+ <member name="text_editor/appearance/whitespace/line_spacing" type="int" setter="" getter="">
+ The space to add between lines (in pixels). Greater line spacing can help improve readability at the cost of displaying less lines on screen.
+ </member>
+ <member name="text_editor/behavior/files/auto_reload_scripts_on_external_change" type="bool" setter="" getter="">
+ If [code]true[/code], automatically reloads scripts in the editor when they have been modified and saved by external editors.
+ </member>
+ <member name="text_editor/behavior/files/autosave_interval_secs" type="int" setter="" getter="">
+ If set to a value greater than [code]0[/code], automatically saves the current script following the specified interval (in seconds). This can be used to prevent data loss if the editor crashes.
+ </member>
+ <member name="text_editor/behavior/files/convert_indent_on_save" type="bool" setter="" getter="">
+ If [code]true[/code], converts indentation to match the script editor's indentation settings when saving a script. See also [member text_editor/behavior/indent/type].
+ </member>
+ <member name="text_editor/behavior/files/restore_scripts_on_load" type="bool" setter="" getter="">
+ If [code]true[/code], reopens scripts that were opened in the last session when the editor is reopened on a given project.
+ </member>
+ <member name="text_editor/behavior/files/trim_trailing_whitespace_on_save" type="bool" setter="" getter="">
+ If [code]true[/code], trims trailing whitespace when saving a script. Trailing whitespace refers to tab and space characters placed at the end of lines. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy.
+ </member>
+ <member name="text_editor/behavior/indent/auto_indent" type="bool" setter="" getter="">
+ If [code]true[/code], automatically indents code when pressing the [kbd]Enter[/kbd] key based on blocks above the new line.
+ </member>
+ <member name="text_editor/behavior/indent/size" type="int" setter="" getter="">
+ When using tab indentation, determines the length of each tab. When using space indentation, determines how many spaces are inserted when pressing [kbd]Tab[/kbd] and when automatic indentation is performed.
+ </member>
+ <member name="text_editor/behavior/indent/type" type="int" setter="" getter="">
+ The indentation style to use (tabs or spaces).
+ [b]Note:[/b] The [url=https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
+ </member>
+ <member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter="">
+ If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor.
+ </member>
+ <member name="text_editor/behavior/navigation/move_caret_on_right_click" type="bool" setter="" getter="">
+ If [code]true[/code], the caret will be moved when right-clicking somewhere in the script editor (like when left-clicking or middle-clicking). If [code]false[/code], the caret will only be moved when left-clicking or middle-clicking somewhere.
+ </member>
+ <member name="text_editor/behavior/navigation/scroll_past_end_of_file" type="bool" setter="" getter="">
+ If [code]true[/code], allows scrolling past the end of the file.
+ </member>
+ <member name="text_editor/behavior/navigation/smooth_scrolling" type="bool" setter="" getter="">
+ If [code]true[/code], allows scrolling in sub-line intervals and enables a smooth scrolling animation when using the mouse wheel to scroll.
+ [b]Note:[/b] [member text_editor/behavior/navigation/smooth_scrolling] currently behaves poorly in projects where [member ProjectSettings.physics/common/physics_ticks_per_second] has been increased significantly from its default value ([code]60[/code]). In this case, it is recommended to disable this setting.
+ </member>
+ <member name="text_editor/behavior/navigation/stay_in_script_editor_on_node_selected" type="bool" setter="" getter="">
+ If [code]true[/code], prevents automatically switching between the Script and 2D/3D screens when selecting a node in the Scene tree dock.
+ </member>
+ <member name="text_editor/behavior/navigation/v_scroll_speed" type="int" setter="" getter="">
+ The number of pixels to scroll with every mouse wheel increment. Higher values make the script scroll by faster when using the mouse wheel.
+ [b]Note:[/b] You can hold down [kbd]Alt[/kbd] while using the mouse wheel to temporarily scroll 5 times faster.
+ </member>
+ <member name="text_editor/completion/add_type_hints" type="bool" setter="" getter="">
+ If [code]true[/code], adds static typing hints such as [code]-&gt; void[/code] and [code]: int[/code] when performing method definition autocompletion.
+ </member>
+ <member name="text_editor/completion/auto_brace_complete" type="bool" setter="" getter="">
+ If [code]true[/code], automatically completes braces when making use of code completion.
+ </member>
+ <member name="text_editor/completion/code_complete_delay" type="float" setter="" getter="">
+ The delay in seconds after which autocompletion suggestions should be displayed when the user stops typing.
+ </member>
+ <member name="text_editor/completion/complete_file_paths" type="bool" setter="" getter="">
+ If [code]true[/code], provides autocompletion suggestions for file paths in methods such as [code]load()[/code] and [code]preload()[/code].
+ </member>
+ <member name="text_editor/completion/idle_parse_delay" type="float" setter="" getter="">
+ The delay in seconds after which the script editor should check for errors when the user stops typing.
+ </member>
+ <member name="text_editor/completion/put_callhint_tooltip_below_current_line" type="bool" setter="" getter="">
+ If [code]true[/code], the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If [code]false[/code], the code completion tooltip will appear above the current line.
+ </member>
+ <member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter="">
+ If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]).
+ </member>
+ <member name="text_editor/help/class_reference_examples" type="int" setter="" getter="">
+ Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help.
+ </member>
+ <member name="text_editor/help/help_font_size" type="int" setter="" getter="">
+ The font size to use for the editor help (built-in class reference).
+ </member>
+ <member name="text_editor/help/help_source_font_size" type="int" setter="" getter="">
+ The font size to use for code samples in the editor help (built-in class reference).
+ </member>
+ <member name="text_editor/help/help_title_font_size" type="int" setter="" getter="">
+ The font size to use for headings in the editor help (built-in class reference).
+ </member>
+ <member name="text_editor/help/show_help_index" type="bool" setter="" getter="">
+ If [code]true[/code], displays a table of contents at the left of the editor help (at the location where the members overview would appear when editing a script).
+ </member>
+ <member name="text_editor/script_list/show_members_overview" type="bool" setter="" getter="">
+ If [code]true[/code], displays an overview of the current script's member variables and functions at the left of the script editor. See also [member text_editor/script_list/sort_members_outline_alphabetically].
+ </member>
+ <member name="text_editor/script_list/sort_members_outline_alphabetically" type="bool" setter="" getter="">
+ If [code]true[/code], sorts the members outline (located at the left of the script editor) using alphabetical order. If [code]false[/code], sorts the members outline depending on the order in which members are found in the script.
+ [b]Note:[/b] Only effective if [member text_editor/script_list/show_members_overview] is [code]true[/code].
+ </member>
+ <member name="text_editor/theme/color_theme" type="String" setter="" getter="">
+ The syntax theme to use in the script editor.
+ You can save your own syntax theme from your current settings by using [b]File &gt; Theme &gt; Save As...[/b] at the top of the script editor. The syntax theme will then be available locally in the list of color themes.
+ You can find additional syntax themes to install in the [url=https://github.com/godotengine/godot-syntax-themes]godot-syntax-themes[/url] repository.
+ </member>
+ <member name="text_editor/theme/highlighting/background_color" type="Color" setter="" getter="">
+ The script editor's background color. If set to a translucent color, the editor theme's base color will be visible behind.
+ </member>
+ <member name="text_editor/theme/highlighting/base_type_color" type="Color" setter="" getter="">
+ The script editor's base type color (used for types like [Vector2], [Vector3], ...).
+ </member>
+ <member name="text_editor/theme/highlighting/bookmark_color" type="Color" setter="" getter="">
+ The script editor's bookmark icon color (displayed in the gutter).
+ </member>
+ <member name="text_editor/theme/highlighting/brace_mismatch_color" type="Color" setter="" getter="">
+ The script editor's brace mismatch color. Used when the caret is currently on a mismatched brace, parenthesis or bracket character.
+ </member>
+ <member name="text_editor/theme/highlighting/breakpoint_color" type="Color" setter="" getter="">
+ The script editor's breakpoint icon color (displayed in the gutter).
+ </member>
+ <member name="text_editor/theme/highlighting/caret_background_color" type="Color" setter="" getter="">
+ The script editor's caret background color.
+ [b]Note:[/b] This setting has no effect as it's currently unused.
+ </member>
+ <member name="text_editor/theme/highlighting/caret_color" type="Color" setter="" getter="">
+ The script editor's caret color.
+ </member>
+ <member name="text_editor/theme/highlighting/code_folding_color" type="Color" setter="" getter="">
+ The script editor's color for the code folding icon (displayed in the gutter).
+ </member>
+ <member name="text_editor/theme/highlighting/comment_color" type="Color" setter="" getter="">
+ The script editor's comment color.
+ [b]Note:[/b] In GDScript, unlike Python, multiline strings are not considered to be comments, and will use the string highlighting color instead.
+ </member>
+ <member name="text_editor/theme/highlighting/completion_background_color" type="Color" setter="" getter="">
+ The script editor's autocompletion box background color.
+ </member>
+ <member name="text_editor/theme/highlighting/completion_existing_color" type="Color" setter="" getter="">
+ The script editor's autocompletion box background color to highlight existing characters in the completion results. This should be a translucent color so that [member text_editor/theme/highlighting/completion_selected_color] can be seen behind.
+ </member>
+ <member name="text_editor/theme/highlighting/completion_font_color" type="Color" setter="" getter="">
+ The script editor's autocompletion box text color.
+ </member>
+ <member name="text_editor/theme/highlighting/completion_scroll_color" type="Color" setter="" getter="">
+ The script editor's autocompletion box scroll bar color.
+ </member>
+ <member name="text_editor/theme/highlighting/completion_scroll_hovered_color" type="Color" setter="" getter="">
+ The script editor's autocompletion box scroll bar color when hovered or pressed with the mouse.
+ </member>
+ <member name="text_editor/theme/highlighting/completion_selected_color" type="Color" setter="" getter="">
+ The script editor's autocompletion box background color for the currently selected line.
+ </member>
+ <member name="text_editor/theme/highlighting/control_flow_keyword_color" type="Color" setter="" getter="">
+ The script editor's control flow keyword color (used for keywords like [code]if[/code], [code]for[/code], [code]return[/code], ...).
+ </member>
+ <member name="text_editor/theme/highlighting/current_line_color" type="Color" setter="" getter="">
+ The script editor's background color for the line the caret is currently on. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/mark_color].
+ </member>
+ <member name="text_editor/theme/highlighting/engine_type_color" type="Color" setter="" getter="">
+ The script editor's engine type color ([Vector2], [Vector3], [Color], ...).
+ </member>
+ <member name="text_editor/theme/highlighting/executing_line_color" type="Color" setter="" getter="">
+ The script editor's color for the debugger's executing line icon (displayed in the gutter).
+ </member>
+ <member name="text_editor/theme/highlighting/function_color" type="Color" setter="" getter="">
+ The script editor's function call color.
+ [b]Note:[/b] When using the GDScript syntax highlighter, this is replaced by the function declaration color configured in the syntax theme for function declarations (e.g. [code]func _ready():[/code]).
+ </member>
+ <member name="text_editor/theme/highlighting/keyword_color" type="Color" setter="" getter="">
+ The script editor's non-control flow keyword color (used for keywords like [code]var[/code], [code]func[/code], some built-in methods, ...).
+ </member>
+ <member name="text_editor/theme/highlighting/line_length_guideline_color" type="Color" setter="" getter="">
+ The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with an opacity twice as low.
+ </member>
+ <member name="text_editor/theme/highlighting/line_number_color" type="Color" setter="" getter="">
+ The script editor's color for line numbers. See also [member text_editor/theme/highlighting/safe_line_number_color].
+ </member>
+ <member name="text_editor/theme/highlighting/mark_color" type="Color" setter="" getter="">
+ The script editor's background color for lines with errors. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color].
+ </member>
+ <member name="text_editor/theme/highlighting/member_variable_color" type="Color" setter="" getter="">
+ The script editor's color for member variables on objects (e.g. [code]self.some_property[/code]).
+ [b]Note:[/b] This color is not used for local variable declaration and access.
+ </member>
+ <member name="text_editor/theme/highlighting/number_color" type="Color" setter="" getter="">
+ The script editor's color for numbers (integer and floating-point).
+ </member>
+ <member name="text_editor/theme/highlighting/safe_line_number_color" type="Color" setter="" getter="">
+ The script editor's color for type-safe line numbers. See also [member text_editor/theme/highlighting/line_number_color].
+ [b]Note:[/b] Only displayed if [member text_editor/appearance/gutters/highlight_type_safe_lines] is [code]true[/code].
+ </member>
+ <member name="text_editor/theme/highlighting/search_result_border_color" type="Color" setter="" getter="">
+ The script editor's color for the border of search results. This border helps bring further attention to the search result. Set this color's opacity to 0 to disable the border.
+ </member>
+ <member name="text_editor/theme/highlighting/search_result_color" type="Color" setter="" getter="">
+ The script editor's background color for search results.
+ </member>
+ <member name="text_editor/theme/highlighting/selection_color" type="Color" setter="" getter="">
+ The script editor's background color for the currently selected text.
+ </member>
+ <member name="text_editor/theme/highlighting/string_color" type="Color" setter="" getter="">
+ The script editor's color for strings (single-line and multi-line).
+ </member>
+ <member name="text_editor/theme/highlighting/symbol_color" type="Color" setter="" getter="">
+ The script editor's color for operators ([code]( ) [ ] { } + - * /[/code], ...).
+ </member>
+ <member name="text_editor/theme/highlighting/text_color" type="Color" setter="" getter="">
+ The script editor's color for text not highlighted by any syntax highlighting rule.
+ </member>
+ <member name="text_editor/theme/highlighting/text_selected_color" type="Color" setter="" getter="">
+ The script editor's background color for text. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color].
+ </member>
+ <member name="text_editor/theme/highlighting/user_type_color" type="Color" setter="" getter="">
+ The script editor's color for user-defined types (using [code]@class_name[/code]).
+ </member>
+ <member name="text_editor/theme/highlighting/word_highlighted_color" type="Color" setter="" getter="">
+ The script editor's color for words highlighted by selecting them. Only visible if [member text_editor/appearance/caret/highlight_all_occurrences] is [code]true[/code].
+ </member>
+ </members>
<signals>
<signal name="settings_changed">
<description>
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 9da360915b..f662a07825 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -97,7 +97,7 @@
Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY].
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
</member>
- <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
+ <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01">
The exponential fog density to use. Higher values result in a more dense fog.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
@@ -109,7 +109,7 @@
<member name="fog_height_density" type="float" setter="set_fog_height_density" getter="get_fog_height_density" default="0.0">
The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.
</member>
- <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.5, 0.6, 0.7, 1)">
+ <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.518, 0.553, 0.608, 1)">
The fog's color.
</member>
<member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0">
@@ -320,8 +320,9 @@
<member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false">
Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission.
</member>
- <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="0.0">
- Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0[/code] means that Global Illumination will not impact the volumetric fog.
+ <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="1.0">
+ Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog.
+ [b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) are taken into account when using [member volumetric_fog_gi_inject]. Global illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member ssil_enabled]) will be ignored by volumetric fog.
</member>
<member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0">
The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible.
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 0b4a8fa46e..3a2776ff21 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -115,9 +115,10 @@
</method>
<method name="get_as_text" qualifiers="const">
<return type="String" />
+ <argument index="0" name="skip_cr" type="bool" default="false" />
<description>
- Returns the whole file as a [String].
- Text is interpreted as being UTF-8 encoded.
+ Returns the whole file as a [String]. Text is interpreted as being UTF-8 encoded.
+ If [code]skip_cr[/code] is [code]true[/code], carriage return characters ([code]\r[/code], CR) will be ignored when parsing the UTF-8, so that only line feed characters ([code]\n[/code], LF) represent a new line (Unix convention).
</description>
</method>
<method name="get_buffer" qualifiers="const">
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index 53894bad87..e60ab094c6 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -63,8 +63,8 @@
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
- <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
+ If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
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.
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index c4bd18db69..b415c56154 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -95,8 +95,8 @@
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
- <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
+ If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only [code]amount[/code] particles will be emitted.
diff --git a/doc/classes/GPUParticlesCollisionSDF3D.xml b/doc/classes/GPUParticlesCollisionSDF3D.xml
index c9af07288e..bc8b3c7c11 100644
--- a/doc/classes/GPUParticlesCollisionSDF3D.xml
+++ b/doc/classes/GPUParticlesCollisionSDF3D.xml
@@ -13,7 +13,27 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="get_bake_mask_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member bake_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="set_bake_mask_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member bake_mask], given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ </methods>
<members>
+ <member name="bake_mask" type="int" setter="set_bake_mask" getter="get_bake_mask" default="4294967295">
+ The visual layers to account for when baking the particle collision SDF. Only [MeshInstance3D]s whose [member VisualInstance3D.layers] match with this [member bake_mask] will be included in the generated particle collision SDF. By default, all objects are taken into account for the particle collision SDF baking.
+ </member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
The collision SDF's extents in 3D units. To improve SDF quality, the [member extents] should be set as small as possible while covering the parts of the scene you need.
</member>
diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml
index 195c481187..a4cfa1ddff 100644
--- a/doc/classes/Geometry2D.xml
+++ b/doc/classes/Geometry2D.xml
@@ -188,6 +188,16 @@
Returns if [code]point[/code] is inside the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code].
</description>
</method>
+ <method name="segment_intersects_circle">
+ <return type="float" />
+ <argument index="0" name="segment_from" type="Vector2" />
+ <argument index="1" name="segment_to" type="Vector2" />
+ <argument index="2" name="circle_position" type="Vector2" />
+ <argument index="3" name="circle_radius" type="float" />
+ <description>
+ Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position [code]circle_position[/code] and has radius [code]circle_radius[/code]. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not).
+ </description>
+ </method>
<method name="segment_intersects_segment">
<return type="Variant" />
<argument index="0" name="from_a" type="Vector2" />
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index c803f43fb0..365efa6761 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<methods>
- <method name="get_shader_instance_uniform" qualifiers="const">
+ <method name="get_instance_shader_uniform" qualifiers="const">
<return type="Variant" />
<argument index="0" name="uniform" type="StringName" />
<description>
@@ -22,7 +22,7 @@
Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero.
</description>
</method>
- <method name="set_shader_instance_uniform">
+ <method name="set_instance_shader_uniform">
<return type="void" />
<argument index="0" name="uniform" type="StringName" />
<argument index="1" name="value" type="Variant" />
diff --git a/doc/classes/Gradient.xml b/doc/classes/Gradient.xml
index 89c968cc9e..8c5373216a 100644
--- a/doc/classes/Gradient.xml
+++ b/doc/classes/Gradient.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the gradient will interpolate from color 1 to color 2 and from color 2 to color 3. The gradient will initially have 2 colors (black and white), one (black) at gradient lower offset 0 and the other (white) at the gradient higher offset 1.
+ See also [Curve] which supports more complex easing methods, but does not support colors.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 965dbe7449..33145dccd0 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -55,6 +55,29 @@
[/codeblock]
</description>
</method>
+ <method name="_is_node_hover_valid" qualifiers="virtual">
+ <return type="bool" />
+ <argument index="0" name="from" type="StringName" />
+ <argument index="1" name="from_slot" type="int" />
+ <argument index="2" name="to" type="StringName" />
+ <argument index="3" name="to_slot" type="int" />
+ <description>
+ This virtual method can be used to insert additional error detection while the user is dragging a connection over a valid port.
+ Return [code]true[/code] if the connection is indeed valid or return [code]false[/code] if the connection is impossible. If the connection is impossible, no snapping to the port and thus no connection request to that port will happen.
+ In this example a connection to same node is suppressed:
+ [codeblocks]
+ [gdscript]
+ func _is_node_hover_valid(from, from_slot, to, to_slot):
+ return from != to
+ [/gdscript]
+ [csharp]
+ public override bool _IsNodeHoverValid(String from, int fromSlot, String to, int toSlot) {
+ return from != to;
+ }
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
<method name="add_valid_connection_type">
<return type="void" />
<argument index="0" name="from_type" type="int" />
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 5a9d12d01b..fb437b6d8e 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -4,7 +4,8 @@
Low-level hyper-text transfer protocol client.
</brief_description>
<description>
- Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. [b]See the [HTTPRequest] node for a higher-level alternative.[/b]
+ Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases.
+ See the [HTTPRequest] node for a higher-level alternative.
[b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started.
A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index a927345e79..754d1ae68a 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -250,7 +250,7 @@
</description>
</method>
<method name="get_size" qualifiers="const">
- <return type="Vector2" />
+ <return type="Vector2i" />
<description>
Returns the image's size (width and height).
</description>
diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml
index 00601cec75..201c0ddd38 100644
--- a/doc/classes/ImporterMesh.xml
+++ b/doc/classes/ImporterMesh.xml
@@ -30,7 +30,7 @@
<description>
Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays].
Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
- The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
+ The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
</description>
</method>
<method name="clear">
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 15c97b0838..97ee946acd 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -445,7 +445,7 @@
<theme_item name="font_selected_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
Text [Color] used when the item is selected.
</theme_item>
- <theme_item name="guide_color" data_type="color" type="Color" default="Color(0, 0, 0, 0.1)">
+ <theme_item name="guide_color" data_type="color" type="Color" default="Color(0.7, 0.7, 0.7, 0.25)">
[Color] of the guideline. The guideline is a line drawn between each row of items.
</theme_item>
<theme_item name="h_separation" data_type="constant" type="int" default="4">
diff --git a/doc/classes/LabelSettings.xml b/doc/classes/LabelSettings.xml
index 227313d3b3..aa972f2cf3 100644
--- a/doc/classes/LabelSettings.xml
+++ b/doc/classes/LabelSettings.xml
@@ -9,21 +9,21 @@
<members>
<member name="font" type="Font" setter="set_font" getter="get_font">
</member>
- <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(0.875, 0.875, 0.875, 1)">
+ <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(1, 1, 1, 1)">
</member>
<member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16">
</member>
- <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0">
+ <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="3.0">
</member>
<member name="outline_color" type="Color" setter="set_outline_color" getter="get_outline_color" default="Color(1, 1, 1, 1)">
</member>
<member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0">
</member>
- <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(1, 1, 1, 1)">
+ <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0)">
</member>
<member name="shadow_offset" type="Vector2" setter="set_shadow_offset" getter="get_shadow_offset" default="Vector2(1, 1)">
</member>
- <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="0">
+ <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="1">
</member>
</members>
</class>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 0ebd83c882..46c3e57547 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -37,13 +37,12 @@
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
</member>
<member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
- Distance over which the light fades. The light's energy is progressively reduced over this distance and is completely invisible at the end.
+ Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
</member>
<member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0">
The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than [member distance_fade_begin] + [member distance_fade_length] to further improve performance, as shadow rendering is often more expensive than light rendering itself.
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only when [member shadow_enabled] is [code]true[/code].
- [b]Note:[/b] Due to a rendering engine limitation, shadows will be disabled instantly instead of fading smoothly according to [member distance_fade_length]. This may result in visible pop-in depending on the scene topography.
</member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
@@ -95,6 +94,9 @@
<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0">
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
</member>
+ <member name="shadow_opacity" type="float" setter="set_param" getter="get_param" default="1.0">
+ The opacity to use when rendering the light's shadow map. Values lower than [code]1.0[/code] make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
+ </member>
<member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false">
If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
</member>
@@ -150,15 +152,19 @@
<constant name="PARAM_SHADOW_PANCAKE_SIZE" value="15" enum="Param">
Constant for accessing [member DirectionalLight3D.directional_shadow_pancake_size].
</constant>
- <constant name="PARAM_SHADOW_BLUR" value="16" enum="Param">
+ <constant name="PARAM_SHADOW_OPACITY" value="16" enum="Param">
+ Constant for accessing [member shadow_opacity].
+ </constant>
+ <constant name="PARAM_SHADOW_BLUR" value="17" enum="Param">
Constant for accessing [member shadow_blur].
</constant>
- <constant name="PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="17" enum="Param">
+ <constant name="PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="18" enum="Param">
+ Constant for accessing [member shadow_fog_fade].
</constant>
- <constant name="PARAM_TRANSMITTANCE_BIAS" value="18" enum="Param">
+ <constant name="PARAM_TRANSMITTANCE_BIAS" value="19" enum="Param">
Constant for accessing [member shadow_transmittance_bias].
</constant>
- <constant name="PARAM_MAX" value="19" enum="Param">
+ <constant name="PARAM_MAX" value="20" enum="Param">
Represents the size of the [enum Param] enum.
</constant>
<constant name="BAKE_DISABLED" value="0" enum="BakeMode">
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index 84471bafc0..2ff13a676b 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -246,6 +246,9 @@
<member name="virtual_keyboard_enabled" type="bool" setter="set_virtual_keyboard_enabled" getter="is_virtual_keyboard_enabled" default="true">
If [code]true[/code], the native virtual keyboard is shown when focused on platforms that support it.
</member>
+ <member name="virtual_keyboard_type" type="int" setter="set_virtual_keyboard_type" getter="get_virtual_keyboard_type" enum="LineEdit.VirtualKeyboardType" default="0">
+ Specifies the type of virtual keyboard to show.
+ </member>
</members>
<signals>
<signal name="text_change_rejected">
@@ -356,6 +359,31 @@
<constant name="MENU_MAX" value="28" enum="MenuItems">
Represents the size of the [enum MenuItems] enum.
</constant>
+ <constant name="KEYBOARD_TYPE_DEFAULT" value="0" enum="VirtualKeyboardType">
+ Default text virtual keyboard.
+ </constant>
+ <constant name="KEYBOARD_TYPE_MULTILINE" value="1" enum="VirtualKeyboardType">
+ Multiline virtual keyboard.
+ </constant>
+ <constant name="KEYBOARD_TYPE_NUMBER" value="2" enum="VirtualKeyboardType">
+ Virtual number keypad, useful for PIN entry.
+ </constant>
+ <constant name="KEYBOARD_TYPE_NUMBER_DECIMAL" value="3" enum="VirtualKeyboardType">
+ Virtual number keypad, useful for entering fractional numbers.
+ </constant>
+ <constant name="KEYBOARD_TYPE_PHONE" value="4" enum="VirtualKeyboardType">
+ Virtual phone number keypad.
+ </constant>
+ <constant name="KEYBOARD_TYPE_EMAIL_ADDRESS" value="5" enum="VirtualKeyboardType">
+ Virtual keyboard with additional keys to assist with typing email addresses.
+ </constant>
+ <constant name="KEYBOARD_TYPE_PASSWORD" value="6" enum="VirtualKeyboardType">
+ Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization.
+ [b]Note:[/b] This is not supported on HTML5. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT].
+ </constant>
+ <constant name="KEYBOARD_TYPE_URL" value="7" enum="VirtualKeyboardType">
+ Virtual keyboard with additional keys to assist with typing URLs.
+ </constant>
</constants>
<theme_items>
<theme_item name="caret_color" data_type="color" type="Color" default="Color(0.95, 0.95, 0.95, 1)">
diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml
index f368190a29..24f1f9918b 100644
--- a/doc/classes/MeshInstance3D.xml
+++ b/doc/classes/MeshInstance3D.xml
@@ -4,7 +4,7 @@
Node that instances meshes into a scenario.
</brief_description>
<description>
- MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reuse of geometry which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
+ MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reusing geometry, which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
</description>
<tutorials>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 9d8f1e1e5d..3431a3347b 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -54,7 +54,7 @@
<argument index="1" name="color" type="Color" />
<description>
Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors.
- For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material.
+ For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If the color doesn't look as expected, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]).
</description>
</method>
<method name="set_instance_custom_data">
diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml
index 966f964b12..33d2535ca2 100644
--- a/doc/classes/NavigationMesh.xml
+++ b/doc/classes/NavigationMesh.xml
@@ -28,6 +28,7 @@
<argument index="0" name="mesh" type="Mesh" />
<description>
Initializes the navigation mesh by setting the vertices and indices according to a [Mesh].
+ [b]Note:[/b] The given [code]mesh[/code] must be of type [constant Mesh.PRIMITIVE_TRIANGLES] and have an index array.
</description>
</method>
<method name="get_collision_mask_value" qualifiers="const">
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 5473347cb1..75cd52787a 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -198,6 +198,17 @@
}
[/csharp]
[/codeblocks]
+ [b]Note:[/b] Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, the best way is to use the standard UNIX double dash ([code]--[/code]) and then pass custom arguments, which the engine itself will ignore. These can be read via [method get_cmdline_user_args].
+ </description>
+ </method>
+ <method name="get_cmdline_user_args">
+ <return type="PackedStringArray" />
+ <description>
+ Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] argument). These are left untouched by Godot for the user.
+ For example, in the command line below, [code]--fullscreen[/code] will not be returned in [method get_cmdline_user_args] and [code]--level 1[/code] will only be returned in [method get_cmdline_user_args]:
+ [codeblock]
+ godot --fullscreen -- --level 1
+ [/codeblock]
</description>
</method>
<method name="get_config_dir" qualifiers="const">
@@ -363,6 +374,12 @@
[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty string.
</description>
</method>
+ <method name="get_restart_on_exit_arguments" qualifiers="const">
+ <return type="PackedStringArray" />
+ <description>
+ Returns the list of command line arguments that will be used when the project automatically restarts using [method set_restart_on_exit]. See also [method is_restart_on_exit_set].
+ </description>
+ </method>
<method name="get_static_memory_peak_usage" qualifiers="const">
<return type="int" />
<description>
@@ -470,6 +487,12 @@
[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
</description>
</method>
+ <method name="is_restart_on_exit_set" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the project will automatically restart when it exits for any reason, [code]false[/code] otherwise. See also [method set_restart_on_exit] and [method get_restart_on_exit_arguments].
+ </description>
+ </method>
<method name="is_stdout_verbose" qualifiers="const">
<return type="bool" />
<description>
@@ -561,6 +584,17 @@
[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment variable names are case-sensitive on all platforms except Windows.
</description>
</method>
+ <method name="set_restart_on_exit">
+ <return type="void" />
+ <argument index="0" name="restart" type="bool" />
+ <argument index="1" name="arguments" type="PackedStringArray" default="PackedStringArray()" />
+ <description>
+ If [code]restart[/code] is [code]true[/code], restarts the project automatically when it is exited with [method SceneTree.quit] or [constant Node.NOTIFICATION_WM_CLOSE_REQUEST]. Command line [code]arguments[/code] can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass [method get_cmdline_args] as the value for [code]arguments[/code].
+ [method set_restart_on_exit] can be used to apply setting changes that require a restart. See also [method is_restart_on_exit_set] and [method get_restart_on_exit_arguments].
+ [b]Note:[/b] This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor.
+ [b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user (by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), the project won't restart automatically.
+ </description>
+ </method>
<method name="set_thread_name">
<return type="int" enum="Error" />
<argument index="0" name="name" type="String" />
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 11ae7cc2b0..061b32bfdf 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -152,11 +152,9 @@
<return type="int" enum="Error" />
<argument index="0" name="signal" type="StringName" />
<argument index="1" name="callable" type="Callable" />
- <argument index="2" name="binds" type="Array" default="[]" />
- <argument index="3" name="flags" type="int" default="0" />
+ <argument index="2" name="flags" type="int" default="0" />
<description>
- Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
- [b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
+ Connects a [code]signal[/code] to a [code]callable[/code]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
[b]Examples with recommended syntax:[/b]
diff --git a/doc/classes/OccluderInstance3D.xml b/doc/classes/OccluderInstance3D.xml
index abd99dd3aa..08d12341cd 100644
--- a/doc/classes/OccluderInstance3D.xml
+++ b/doc/classes/OccluderInstance3D.xml
@@ -31,7 +31,7 @@
</methods>
<members>
<member name="bake_mask" type="int" setter="set_bake_mask" getter="get_bake_mask" default="4294967295">
- The visual layers to account for when baking for occluders. Only [MeshInstance3D]s whose [member VisualInstance3D.layers] match with this [member bake_mask] will be included in the generated occluder mesh. By default, all objects are taken into account for the occluder baking.
+ The visual layers to account for when baking for occluders. Only [MeshInstance3D]s whose [member VisualInstance3D.layers] match with this [member bake_mask] will be included in the generated occluder mesh. By default, all objects with [i]opaque[/i] materials are taken into account for the occluder baking.
To improve performance and avoid artifacts, it is recommended to exclude dynamic objects, small objects and fixtures from the baking process by moving them to a separate visual layer and excluding this layer in [member bake_mask].
</member>
<member name="bake_simplification_distance" type="float" setter="set_bake_simplification_distance" getter="get_bake_simplification_distance" default="0.1">
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index a7b1f0ea33..737662fe69 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -194,6 +194,10 @@
<members>
<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" overrides="BaseButton" enum="BaseButton.ActionMode" default="0" />
<member name="alignment" type="int" setter="set_text_alignment" getter="get_text_alignment" overrides="Button" enum="HorizontalAlignment" default="0" />
+ <member name="fit_to_longest_item" type="bool" setter="set_fit_to_longest_item" getter="is_fit_to_longest_item" default="true">
+ If [code]true[/code], minimum size will be determined by the longest item's text, instead of the currently selected one's.
+ [b]Note:[/b] For performance reasons, the minimum size doesn't update immediately when adding, removing or modifying items.
+ </member>
<member name="item_count" type="int" setter="set_item_count" getter="get_item_count" default="0">
The number of items to select from.
</member>
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index 354fbd462c..7badd826d9 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -271,6 +271,42 @@
<member name="tangential_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
Minimum equivalent of [member tangential_accel_max].
</member>
+ <member name="turbulence_enabled" type="bool" setter="set_turbulence_enabled" getter="get_turbulence_enabled" default="false">
+ Enables and disables Turbulence for the particle system.
+ </member>
+ <member name="turbulence_influence_max" type="float" setter="set_param_max" getter="get_param_max" default="0.1">
+ Minimum turbulence influence on each particle.
+ The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life].
+ </member>
+ <member name="turbulence_influence_min" type="float" setter="set_param_min" getter="get_param_min" default="0.1">
+ Maximum turbulence influence on each particle.
+ The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life].
+ </member>
+ <member name="turbulence_influence_over_life" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
+ Each particle's amount of turbulence will be influenced along this [CurveTexture] over its life time.
+ </member>
+ <member name="turbulence_initial_displacement_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum displacement of each particles spawn position by the turbulence.
+ The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max].
+ </member>
+ <member name="turbulence_initial_displacement_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum displacement of each particles spawn position by the turbulence.
+ The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max].
+ </member>
+ <member name="turbulence_noise_scale" type="float" setter="set_turbulence_noise_scale" getter="get_turbulence_noise_scale" default="9.0">
+ This value controls the overall scale/frequency of the turbulence noise pattern.
+ A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features.
+ </member>
+ <member name="turbulence_noise_speed" type="Vector3" setter="set_turbulence_noise_speed" getter="get_turbulence_noise_speed" default="Vector3(0.5, 0.5, 0.5)">
+ The movement speed of the turbulence pattern. This changes how quickly the noise changes over time.
+ A value of [code]Vector3(0.0, 0.0, 0.0)[/code] will freeze the turbulence pattern in place.
+ </member>
+ <member name="turbulence_noise_speed_random" type="float" setter="set_turbulence_noise_speed_random" getter="get_turbulence_noise_speed_random" default="0.0">
+ Use to influence the noise speed in a random pattern. This helps to break up visible movement patterns.
+ </member>
+ <member name="turbulence_noise_strength" type="float" setter="set_turbulence_noise_strength" getter="get_turbulence_noise_strength" default="1.0">
+ The turbulence noise strength. Increasing this will result in a stronger, more contrasting, noise pattern.
+ </member>
</members>
<constants>
<constant name="PARAM_INITIAL_LINEAR_VELOCITY" value="0" enum="Parameter">
@@ -309,7 +345,7 @@
<constant name="PARAM_ANIM_OFFSET" value="11" enum="Parameter">
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation offset properties.
</constant>
- <constant name="PARAM_MAX" value="12" enum="Parameter">
+ <constant name="PARAM_MAX" value="15" enum="Parameter">
Represents the size of the [enum Parameter] enum.
</constant>
<constant name="PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="ParticleFlags">
@@ -348,6 +384,15 @@
<constant name="EMISSION_SHAPE_MAX" value="7" enum="EmissionShape">
Represents the size of the [enum EmissionShape] enum.
</constant>
+ <constant name="PARAM_TURB_VEL_INFLUENCE" value="13" enum="Parameter">
+ Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum und maximum influence on each particles velocity.
+ </constant>
+ <constant name="PARAM_TURB_INIT_DISPLACEMENT" value="14" enum="Parameter">
+ Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum and maximum displacement of the particles spawn position.
+ </constant>
+ <constant name="PARAM_TURB_INFLUENCE_OVER_LIFE" value="12" enum="Parameter">
+ Use with [method set_param_texture] to set the turbulence influence over the particles life time.
+ </constant>
<constant name="SUB_EMITTER_DISABLED" value="0" enum="SubEmitterMode">
</constant>
<constant name="SUB_EMITTER_CONSTANT" value="1" enum="SubEmitterMode">
@@ -357,6 +402,7 @@
<constant name="SUB_EMITTER_AT_COLLISION" value="3" enum="SubEmitterMode">
</constant>
<constant name="SUB_EMITTER_MAX" value="4" enum="SubEmitterMode">
+ Represents the size of the [enum SubEmitterMode] enum.
</constant>
</constants>
</class>
diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml
index 36933ef9a2..1cfc6caadf 100644
--- a/doc/classes/PhysicsRayQueryParameters2D.xml
+++ b/doc/classes/PhysicsRayQueryParameters2D.xml
@@ -8,6 +8,22 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="create" qualifiers="static">
+ <return type="PhysicsRayQueryParameters2D" />
+ <argument index="0" name="from" type="Vector2" />
+ <argument index="1" name="to" type="Vector2" />
+ <argument index="2" name="collision_mask" type="int" default="4294967295" />
+ <argument index="3" name="exclude" type="Array" default="[]" />
+ <description>
+ Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to quickly create query parameters using the most common options.
+ [codeblock]
+ var query = PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2(0, 100))
+ var collision = get_world_2d().direct_space_state.intersect_ray(query)
+ [/codeblock]
+ </description>
+ </method>
+ </methods>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area2D]s into account.
diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml
index 4244ec785f..e9216a8300 100644
--- a/doc/classes/PhysicsRayQueryParameters3D.xml
+++ b/doc/classes/PhysicsRayQueryParameters3D.xml
@@ -8,6 +8,22 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="create" qualifiers="static">
+ <return type="PhysicsRayQueryParameters3D" />
+ <argument index="0" name="from" type="Vector3" />
+ <argument index="1" name="to" type="Vector3" />
+ <argument index="2" name="collision_mask" type="int" default="4294967295" />
+ <argument index="3" name="exclude" type="Array" default="[]" />
+ <description>
+ Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to quickly create query parameters using the most common options.
+ [codeblock]
+ var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0))
+ var collision = get_world_3d().direct_space_state.intersect_ray(query)
+ [/codeblock]
+ </description>
+ </method>
+ </methods>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area3D]s into account.
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index 32eb71f1c7..df9d25902b 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -179,6 +179,13 @@
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
+ <operator name="operator *">
+ <return type="Plane" />
+ <argument index="0" name="right" type="Transform3D" />
+ <description>
+ Inversely transforms (multiplies) the [Plane] by the given [Transform3D] transformation matrix.
+ </description>
+ </operator>
<operator name="operator ==">
<return type="bool" />
<argument index="0" name="right" type="Plane" />
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b1e3d2f628..9df8d2df80 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -549,6 +549,9 @@
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
</member>
+ <member name="display/window/energy_saving/keep_screen_on.editor" type="bool" setter="" getter="" default="false">
+ Editor-only override for [member display/window/energy_saving/keep_screen_on]. Does not affect exported projects in debug or release mode.
+ </member>
<member name="display/window/handheld/orientation" type="int" setter="" getter="" default="0">
The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
[b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/viewport_width] and [member display/window/size/viewport_height] accordingly.
@@ -588,7 +591,7 @@
[b]Note:[/b] By default, or when set to 0, the initial window width is the viewport [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1">
- Sets the VSync mode for the main game window.
+ Sets the V-Sync mode for the main game window.
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported.
</member>
@@ -1962,9 +1965,11 @@
Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
+ The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
</member>
<member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2">
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
+ The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member rendering/textures/decals/filter] and [member rendering/textures/light_projectors/filter].
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
</member>
<member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">
@@ -1977,6 +1982,7 @@
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
</member>
<member name="rendering/textures/light_projectors/filter" type="int" setter="" getter="" default="3">
+ The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
</member>
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 6248394b1a..3962f309de 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -305,6 +305,12 @@
<description>
</description>
</method>
+ <method name="framebuffer_is_valid" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="framebuffer" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="free_rid">
<return type="void" />
<argument index="0" name="rid" type="RID" />
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 9616ab3515..c06b2e1d98 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1391,21 +1391,21 @@
Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method.
</description>
</method>
- <method name="instance_geometry_get_shader_parameter" qualifiers="const">
+ <method name="instance_geometry_get_shader_uniform" qualifiers="const">
<return type="Variant" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="parameter" type="StringName" />
<description>
</description>
</method>
- <method name="instance_geometry_get_shader_parameter_default_value" qualifiers="const">
+ <method name="instance_geometry_get_shader_uniform_default_value" qualifiers="const">
<return type="Variant" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="parameter" type="StringName" />
<description>
</description>
</method>
- <method name="instance_geometry_get_shader_parameter_list" qualifiers="const">
+ <method name="instance_geometry_get_shader_uniform_list" qualifiers="const">
<return type="Array" />
<argument index="0" name="instance" type="RID" />
<description>
@@ -1460,7 +1460,7 @@
Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_override].
</description>
</method>
- <method name="instance_geometry_set_shader_parameter">
+ <method name="instance_geometry_set_shader_uniform">
<return type="void" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="parameter" type="StringName" />
@@ -2741,7 +2741,7 @@
<description>
</description>
</method>
- <method name="shader_get_param_list" qualifiers="const">
+ <method name="shader_get_shader_uniform_list" qualifiers="const">
<return type="Dictionary[]" />
<argument index="0" name="shader" type="RID" />
<description>
@@ -3747,14 +3747,22 @@
Use [Transform3D] to store MultiMesh transform.
</constant>
<constant name="LIGHT_PROJECTOR_FILTER_NEAREST" value="0" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="1" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="1" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="2" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="2" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
<constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS" value="3" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
+ </constant>
+ <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
<constant name="LIGHT_DIRECTIONAL" value="0" enum="LightType">
Is a directional (sun) light.
@@ -3769,6 +3777,7 @@
The light's energy.
</constant>
<constant name="LIGHT_PARAM_INDIRECT_ENERGY" value="1" enum="LightParam">
+ The light's indirect energy multiplier (final indirect energy is [constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_INDIRECT_ENERGY]).
</constant>
<constant name="LIGHT_PARAM_SPECULAR" value="2" enum="LightParam">
The light's influence on specularity.
@@ -3812,14 +3821,17 @@
<constant name="LIGHT_PARAM_SHADOW_PANCAKE_SIZE" value="15" enum="LightParam">
Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to [code]0[/code] turns off the pancaking effect.
</constant>
- <constant name="LIGHT_PARAM_SHADOW_BLUR" value="16" enum="LightParam">
+ <constant name="LIGHT_PARAM_SHADOW_OPACITY" value="16" enum="LightParam">
+ The light's shadow opacity. Values lower than [code]1.0[/code] make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
+ </constant>
+ <constant name="LIGHT_PARAM_SHADOW_BLUR" value="17" enum="LightParam">
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
</constant>
- <constant name="LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="17" enum="LightParam">
+ <constant name="LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="18" enum="LightParam">
</constant>
- <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="18" enum="LightParam">
+ <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="19" enum="LightParam">
</constant>
- <constant name="LIGHT_PARAM_MAX" value="19" enum="LightParam">
+ <constant name="LIGHT_PARAM_MAX" value="20" enum="LightParam">
Represents the size of the [enum LightParam] enum.
</constant>
<constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode">
@@ -3896,14 +3908,22 @@
<constant name="DECAL_TEXTURE_MAX" value="4" enum="DecalTexture">
</constant>
<constant name="DECAL_FILTER_NEAREST" value="0" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="1" enum="DecalFilter">
+ <constant name="DECAL_FILTER_LINEAR" value="1" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="DECAL_FILTER_LINEAR" value="2" enum="DecalFilter">
+ <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="2" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
<constant name="DECAL_FILTER_LINEAR_MIPMAPS" value="3" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
+ </constant>
+ <constant name="DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
- <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter">
+ <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
<constant name="VOXEL_GI_QUALITY_LOW" value="0" enum="VoxelGIQuality">
</constant>
diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml
index c156814a1d..f9c4ca0d49 100644
--- a/doc/classes/ResourceFormatSaver.xml
+++ b/doc/classes/ResourceFormatSaver.xml
@@ -26,8 +26,8 @@
</method>
<method name="_save" qualifiers="virtual">
<return type="int" />
- <argument index="0" name="path" type="String" />
- <argument index="1" name="resource" type="Resource" />
+ <argument index="0" name="path" type="Resource" />
+ <argument index="1" name="resource" type="String" />
<argument index="2" name="flags" type="int" />
<description>
Saves the given resource object to a file at the target [code]path[/code]. [code]flags[/code] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.
diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml
index dd52d09750..729058c9b3 100644
--- a/doc/classes/ResourceLoader.xml
+++ b/doc/classes/ResourceLoader.xml
@@ -95,8 +95,10 @@
<argument index="0" name="path" type="String" />
<argument index="1" name="type_hint" type="String" default="&quot;&quot;" />
<argument index="2" name="use_sub_threads" type="bool" default="false" />
+ <argument index="3" name="cache_mode" type="int" enum="ResourceLoader.CacheMode" default="1" />
<description>
Loads the resource using threads. If [code]use_sub_threads[/code] is [code]true[/code], multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns).
+ The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
</description>
</method>
<method name="remove_resource_format_loader">
diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml
index 240c72a131..10387a4f14 100644
--- a/doc/classes/ResourceSaver.xml
+++ b/doc/classes/ResourceSaver.xml
@@ -35,11 +35,11 @@
</method>
<method name="save">
<return type="int" enum="Error" />
- <argument index="0" name="path" type="String" />
- <argument index="1" name="resource" type="Resource" />
+ <argument index="0" name="resource" type="Resource" />
+ <argument index="1" name="path" type="String" default="&quot;&quot;" />
<argument index="2" name="flags" type="int" enum="ResourceSaver.SaverFlags" default="0" />
<description>
- Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object.
+ Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. If [code]path[/code] is empty, [ResourceSaver] will try to use [member Resource.resource_path].
The [code]flags[/code] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags.
Returns [constant OK] on success.
</description>
diff --git a/doc/classes/ResourceUID.xml b/doc/classes/ResourceUID.xml
index f91c39b512..782a8a2968 100644
--- a/doc/classes/ResourceUID.xml
+++ b/doc/classes/ResourceUID.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceUID" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Singleton for managing a cache of resource UIDs within a project.
</brief_description>
<description>
+ Resources can not only be referenced using their resource paths [code]res://[/code], but alternatively through a unique identifier specified via [code]uid://[/code].
+ Using UIDs allows for the engine to keep references between resources intact, even if the files get renamed or moved.
+ This singleton is responsible for keeping track of all registered resource UIDs of a project, generating new UIDs and converting between the string and integer representation.
</description>
<tutorials>
</tutorials>
@@ -12,35 +16,45 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="path" type="String" />
<description>
+ Adds a new UID value which is mapped to the given resource path.
+ Fails with an error if the UID already exists, so be sure to check [method has_id] beforehand, or use [method set_id] instead.
</description>
</method>
<method name="create_id">
<return type="int" />
<description>
+ Generates a random resource UID which is guaranteed to be unique within the list of currently loaded UIDs.
+ In order for this UID to be registered, you must call [method add_id] or [method set_id].
</description>
</method>
<method name="get_id_path" qualifiers="const">
<return type="String" />
<argument index="0" name="id" type="int" />
<description>
+ Returns the path that the given UID value refers to.
+ Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand.
</description>
</method>
<method name="has_id" qualifiers="const">
<return type="bool" />
<argument index="0" name="id" type="int" />
<description>
+ Returns whether the given UID value is known to the cache.
</description>
</method>
<method name="id_to_text" qualifiers="const">
<return type="String" />
<argument index="0" name="id" type="int" />
<description>
+ Converts the given UID to a [code]uid://[/code] string value.
</description>
</method>
<method name="remove_id">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
+ Removes a loaded UID value from the cache.
+ Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand.
</description>
</method>
<method name="set_id">
@@ -48,17 +62,22 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="path" type="String" />
<description>
+ Updates the resource path of an existing UID.
+ Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand, or use [method add_id] instead.
</description>
</method>
<method name="text_to_id" qualifiers="const">
<return type="int" />
<argument index="0" name="text_id" type="String" />
<description>
+ Extracts the UID value from the given [code]uid://[/code] string.
</description>
</method>
</methods>
<constants>
<constant name="INVALID_ID" value="-1">
+ The value to use for an invalid UID, for example if the resource could not be loaded.
+ Its text representation is [code]uid://&lt;invalid&gt;[/code].
</constant>
</constants>
</class>
diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml
index 88b8f2cd03..3f3b00e2cb 100644
--- a/doc/classes/RootMotionView.xml
+++ b/doc/classes/RootMotionView.xml
@@ -5,25 +5,25 @@
</brief_description>
<description>
[i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree].
- [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script.
+ [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project.
</description>
<tutorials>
<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
</tutorials>
<members>
- <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path">
+ <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath(&quot;&quot;)">
Path to an [AnimationTree] node to use as a basis for root motion.
</member>
- <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size">
+ <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
The grid's cell size in 3D units.
</member>
- <member name="color" type="Color" setter="set_color" getter="get_color">
+ <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)">
The grid's color.
</member>
- <member name="radius" type="float" setter="set_radius" getter="get_radius">
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached.
</member>
- <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y">
+ <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y" default="true">
If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved.
</member>
</members>
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 10deaf1c41..1921c5b91d 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -26,7 +26,7 @@
Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
</description>
</method>
- <method name="has_param" qualifiers="const">
+ <method name="has_uniform" qualifiers="const">
<return type="bool" />
<argument index="0" name="name" type="StringName" />
<description>
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index 672b660c34..1208b93a62 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -10,7 +10,7 @@
<link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
</tutorials>
<methods>
- <method name="get_shader_param" qualifiers="const">
+ <method name="get_shader_uniform" qualifiers="const">
<return type="Variant" />
<argument index="0" name="param" type="StringName" />
<description>
@@ -31,7 +31,7 @@
Returns the default value of the material property with given [code]name[/code].
</description>
</method>
- <method name="set_shader_param">
+ <method name="set_shader_uniform">
<return type="void" />
<argument index="0" name="param" type="StringName" />
<argument index="1" name="value" type="Variant" />
diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml
index 5fcb60dd09..70da03dc6e 100644
--- a/doc/classes/ShapeCast2D.xml
+++ b/doc/classes/ShapeCast2D.xml
@@ -6,7 +6,7 @@
<description>
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity.
- The node can detect multiple collision objects, but usually the first detected collision
+ The node can detect multiple collision objects, but it's usually used to detect the first collision.
[b]Note:[/b] shape casting is more computationally expensive compared to ray casting.
</description>
<tutorials>
@@ -42,27 +42,27 @@
<method name="get_closest_collision_safe_fraction" qualifiers="const">
<return type="float" />
<description>
- The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
+ The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
</description>
</method>
<method name="get_closest_collision_unsafe_fraction" qualifiers="const">
<return type="float" />
<description>
- The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
+ The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
</description>
</method>
<method name="get_collider" qualifiers="const">
<return type="Object" />
<argument index="0" name="index" type="int" />
<description>
- Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<argument index="0" name="index" type="int" />
<description>
- Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
<method name="get_collision_count" qualifiers="const">
@@ -82,14 +82,14 @@
<return type="Vector2" />
<argument index="0" name="index" type="int" />
<description>
- Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
+ Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="index" type="int" />
<description>
- Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
+ Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object.
[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
</description>
</method>
@@ -133,7 +133,7 @@
The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
</member>
<member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]">
- A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
+ Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
If [code]true[/code], collisions will be reported.
@@ -148,7 +148,7 @@
The number of intersections can be limited with this parameter, to reduce the processing time.
</member>
<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
- Any [Shape2D] derived shape used for collision queries.
+ The [Shape2D]-derived shape to be used for collision queries.
</member>
<member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)">
The shape's destination point, relative to this node's [code]position[/code].
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml
index 1f2ea96f42..085bc9acd1 100644
--- a/doc/classes/ShapeCast3D.xml
+++ b/doc/classes/ShapeCast3D.xml
@@ -6,7 +6,7 @@
<description>
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
- The node can detect multiple collision objects, but usually the first detected collision.
+ The node can detect multiple collision objects, but it's usually used to detect the first collision.
[b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
</description>
<tutorials>
@@ -29,7 +29,7 @@
<method name="clear_exceptions">
<return type="void" />
<description>
- Removes all collision exceptions for this shape.
+ Removes all collision exceptions for this [ShapeCast3D].
</description>
</method>
<method name="force_shapecast_update">
@@ -42,27 +42,27 @@
<method name="get_closest_collision_safe_fraction" qualifiers="const">
<return type="float" />
<description>
- The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
+ The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
</description>
</method>
<method name="get_closest_collision_unsafe_fraction" qualifiers="const">
<return type="float" />
<description>
- The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
+ The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
</description>
</method>
<method name="get_collider" qualifiers="const">
<return type="Object" />
<argument index="0" name="index" type="int" />
<description>
- Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<argument index="0" name="index" type="int" />
<description>
- Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
<method name="get_collision_count" qualifiers="const">
@@ -82,14 +82,14 @@
<return type="Vector3" />
<argument index="0" name="index" type="int" />
<description>
- Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
+ Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="index" type="int" />
<description>
- Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
+ Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object.
[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
</description>
</method>
@@ -117,7 +117,7 @@
<return type="void" />
<argument index="0" name="resource" type="Resource" />
<description>
- Used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
+ This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
</description>
</method>
<method name="set_collision_mask_value">
@@ -137,10 +137,10 @@
If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+ The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]">
- A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
+ Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
</member>
<member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)">
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something.
@@ -159,7 +159,7 @@
The number of intersections can be limited with this parameter, to reduce the processing time.
</member>
<member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
- Any [Shape3D] derived shape used for collision queries.
+ The [Shape3D]-derived shape to be used for collision queries.
</member>
<member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)">
The shape's destination point, relative to this node's [code]position[/code].
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index e84f9c38ff..8df039794a 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -47,6 +47,9 @@
<members>
<member name="alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0">
</member>
+ <member name="custom_arrow_step" type="float" setter="set_custom_arrow_step" getter="get_custom_arrow_step" default="0.0">
+ If not [code]0[/code], [code]value[/code] will always be rounded to a multiple of [code]custom_arrow_step[/code] when interacting with the arrow buttons of the [SpinBox].
+ </member>
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be read only.
</member>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 9f197dae02..35ad5f03ab 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -640,6 +640,7 @@
<description>
Splits the string by a [code]delimiter[/code] string and returns an array of the substrings, starting from right.
The splits in the returned array are sorted in the same order as the original string, from left to right.
+ If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
If [code]maxsplit[/code] is specified, it defines the number of splits to do from the right up to [code]maxsplit[/code]. The default value of 0 means that all items are split, thus giving the same result as [method split].
Example:
[codeblocks]
@@ -714,6 +715,7 @@
<argument index="2" name="maxsplit" type="int" default="0" />
<description>
Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. The [code]delimiter[/code] can be of any length.
+ If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of [code]0[/code] means that all items are split.
If you need only one element from the array at a specific index, [method get_slice] is a more performant option.
Example:
@@ -742,6 +744,7 @@
<description>
Splits the string in floats by using a delimiter string and returns an array of the substrings.
For example, [code]"1,2.5,3"[/code] will return [code][1,2.5,3][/code] if split by [code]","[/code].
+ If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
</description>
</method>
<method name="strip_edges" qualifiers="const">
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index e1b676427b..b54536f897 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -937,6 +937,16 @@
Returns [code]true[/code] if the server supports a feature.
</description>
</method>
+ <method name="is_confusable" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="string" type="String" />
+ <argument index="1" name="dict" type="PackedStringArray" />
+ <description>
+ Returns index of the first string in [code]dict[/dict] which is visually confusable with the [code]string[/string], or [code]-1[/code] if none is found.
+ [b]Note:[/b] This method doesn't detect invisible characters, for spoof detection use it in combination with [method spoof_check].
+ [b]Note:[/b] Always returns [code]-1[/code] if the server does not support the [constant FEATURE_UNICODE_SECURITY] feature.
+ </description>
+ </method>
<method name="is_locale_right_to_left" qualifiers="const">
<return type="bool" />
<argument index="0" name="locale" type="String" />
@@ -944,6 +954,21 @@
Returns [code]true[/code] if locale is right-to-left.
</description>
</method>
+ <method name="is_valid_identifier" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="string" type="String" />
+ <description>
+ Returns [code]true[/code] is [code]string[/code] is a valid identifier.
+ If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] feature, a valid identifier must:
+ - Conform to normalization form C.
+ - Begin with a Unicode character of class XID_Start or [code]"_"[/code].
+ - May contain Unicode characters of class XID_Continue in the other positions.
+ - Use UAX #31 recommended scripts only (mixed scripts are allowed).
+ If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a valid identifier must:
+ - Begin with a Unicode character of class XID_Start or [code]"_"[/code].
+ - May contain Unicode characters of class XID_Continue in the other positions.
+ </description>
+ </method>
<method name="load_support_data">
<return type="bool" />
<argument index="0" name="filename" type="String" />
@@ -1461,6 +1486,14 @@
Aligns shaped text to the given tab-stops.
</description>
</method>
+ <method name="spoof_check" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="string" type="String" />
+ <description>
+ Returns [code]true[/code] if [code]string[/code] is likely to be an attempt at confusing the reader.
+ [b]Note:[/b] Always returns [code]false[/code] if the server does not support the [constant FEATURE_UNICODE_SECURITY] feature.
+ </description>
+ </method>
<method name="string_get_word_breaks" qualifiers="const">
<return type="PackedInt32Array" />
<argument index="0" name="string" type="String" />
@@ -1646,6 +1679,9 @@
<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="GRAPHEME_IS_SAFE_TO_INSERT_TATWEEL" value="2048" enum="GraphemeFlag" is_bitfield="true">
+ It is safe to insert a U+0640 before this grapheme for elongation.
+ </constant>
<constant name="HINTING_NONE" value="0" enum="Hinting">
Disables font hinting (smoother but less crisp).
</constant>
@@ -1713,7 +1749,13 @@
TextServer supports locale dependent and context sensitive case conversion.
</constant>
<constant name="FEATURE_USE_SUPPORT_DATA" value="4096" enum="Feature">
- TextServer require external data file for some features.
+ TextServer require external data file for some features, see [method load_support_data].
+ </constant>
+ <constant name="FEATURE_UNICODE_IDENTIFIERS" value="8192" enum="Feature">
+ TextServer supports UAX #31 identifier validation, see [method is_valid_identifier].
+ </constant>
+ <constant name="FEATURE_UNICODE_SECURITY" value="16384" enum="Feature">
+ TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical Standard #39[/url] based spoof detection features.
</constant>
<constant name="CONTOUR_CURVE_TAG_ON" value="1" enum="ContourPointTag">
Contour point is on the curve.
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index 4501ec744a..c686a06e5e 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -934,6 +934,14 @@
Returns [code]true[/code] if the server supports a feature.
</description>
</method>
+ <method name="is_confusable" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="string" type="String" />
+ <argument index="1" name="dict" type="PackedStringArray" />
+ <description>
+ Returns index of the first string in [code]dict[/dict] which is visually confusable with the [code]string[/string], or [code]-1[/code] if none is found.
+ </description>
+ </method>
<method name="is_locale_right_to_left" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="locale" type="String" />
@@ -941,6 +949,13 @@
Returns [code]true[/code] if locale is right-to-left.
</description>
</method>
+ <method name="is_valid_identifier" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="string" type="String" />
+ <description>
+ Returns [code]true[/code] is [code]string[/code] is a valid identifier.
+ </description>
+ </method>
<method name="load_support_data" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="filename" type="String" />
@@ -1481,6 +1496,13 @@
[b]Note:[/b] This method is used by default line/word breaking methods, and its implementation might be omitted if custom line breaking in implemented.
</description>
</method>
+ <method name="spoof_check" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="string" type="String" />
+ <description>
+ Returns [code]true[/code] if [code]string[/code] is likely to be an attempt at confusing the reader.
+ </description>
+ </method>
<method name="string_get_word_breaks" qualifiers="virtual const">
<return type="PackedInt32Array" />
<argument index="0" name="string" type="String" />
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index ad52b2f2f1..180e868ef8 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -117,6 +117,27 @@
If the TileSet has no proxy for the given identifiers, returns an empty Array.
</description>
</method>
+ <method name="get_custom_data_layer_by_name" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="layer_name" type="String" />
+ <description>
+ Returns the index of the custom data layer identified by the given name.
+ </description>
+ </method>
+ <method name="get_custom_data_layer_name" qualifiers="const">
+ <return type="String" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ Returns the name of the custom data layer identified by the given index.
+ </description>
+ </method>
+ <method name="get_custom_data_layer_type" qualifiers="const">
+ <return type="int" enum="Variant.Type" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ Returns the type of the custom data layer identified by the given index.
+ </description>
+ </method>
<method name="get_custom_data_layers_count" qualifiers="const">
<return type="int" />
<description>
@@ -464,6 +485,22 @@
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
</description>
</method>
+ <method name="set_custom_data_layer_name">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="layer_name" type="String" />
+ <description>
+ Sets the name of the custom data layer identified by the given index. Names are identifiers of the layer therefore if the name is already taken it will fail and raise an error.
+ </description>
+ </method>
+ <method name="set_custom_data_layer_type">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="layer_type" type="int" enum="Variant.Type" />
+ <description>
+ Sets the type of the custom data layer identified by the given index.
+ </description>
+ </method>
<method name="set_navigation_layer_layers">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
diff --git a/doc/classes/TorusMesh.xml b/doc/classes/TorusMesh.xml
new file mode 100644
index 0000000000..6b83152793
--- /dev/null
+++ b/doc/classes/TorusMesh.xml
@@ -0,0 +1,25 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="TorusMesh" inherits="PrimitiveMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Class representing a torus [PrimitiveMesh].
+ </brief_description>
+ <description>
+ Class representing a torus [PrimitiveMesh].
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="inner_radius" type="float" setter="set_inner_radius" getter="get_inner_radius" default="0.5">
+ The inner radius of the torus.
+ </member>
+ <member name="outer_radius" type="float" setter="set_outer_radius" getter="get_outer_radius" default="1.0">
+ The outer radius of the torus.
+ </member>
+ <member name="ring_segments" type="int" setter="set_ring_segments" getter="get_ring_segments" default="32">
+ The number of edges each ring of the torus is constructed of.
+ </member>
+ <member name="rings" type="int" setter="set_rings" getter="get_rings" default="64">
+ The number of slices the torus is constructed of.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index 924b4cd8e4..9979a73527 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -141,14 +141,40 @@
<return type="Transform2D" />
<argument index="0" name="angle" type="float" />
<description>
- Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
+ Returns a copy of the transform rotated by the given [code]angle[/code] (in radians).
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="rotated_local" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="angle" type="float" />
+ <description>
+ Returns a copy of the transform rotated by the given [code]angle[/code] (in radians).
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="scale" type="Vector2" />
<description>
- Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication.
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="scaled_local" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="scale" type="Vector2" />
+ <description>
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="set_rotation">
@@ -173,12 +199,24 @@
Sets the transform's skew (in radians).
</description>
</method>
+ <method name="translated" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="offset" type="Vector2" />
+ <description>
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
<method name="translated_local" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="offset" type="Vector2" />
<description>
- Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
- Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
</methods>
diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml
index de1db718c2..cefc74867c 100644
--- a/doc/classes/Transform3D.xml
+++ b/doc/classes/Transform3D.xml
@@ -102,14 +102,43 @@
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="angle" type="float" />
<description>
- Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
+ Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians).
+ The [code]axis[/code] must be a normalized vector.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="rotated_local" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="axis" type="Vector3" />
+ <argument index="1" name="angle" type="float" />
+ <description>
+ Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians).
+ The [code]axis[/code] must be a normalized vector.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="scale" type="Vector3" />
<description>
- Returns a copy of the transform with its basis and origin scaled by the given [code]scale[/code] factor, using matrix multiplication.
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="scaled_local" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="scale" type="Vector3" />
+ <description>
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="spherical_interpolate_with" qualifiers="const">
@@ -120,12 +149,24 @@
Returns a transform spherically interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
</description>
</method>
+ <method name="translated" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="offset" type="Vector3" />
+ <description>
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
<method name="translated_local" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="offset" type="Vector3" />
<description>
- Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
- Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
</methods>
@@ -175,6 +216,13 @@
</description>
</operator>
<operator name="operator *">
+ <return type="Plane" />
+ <argument index="0" name="right" type="Plane" />
+ <description>
+ Transforms (multiplies) the [Plane] by the given [Transform3D] transformation matrix.
+ </description>
+ </operator>
+ <operator name="operator *">
<return type="Transform3D" />
<argument index="0" name="right" type="Transform3D" />
<description>
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index b06be0cf99..f326948e9c 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -461,7 +461,7 @@
<theme_item name="custom_button_font_highlight" data_type="color" type="Color" default="Color(0.95, 0.95, 0.95, 1)">
Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's hovered.
</theme_item>
- <theme_item name="drop_position_color" data_type="color" type="Color" default="Color(1, 0.3, 0.2, 1)">
+ <theme_item name="drop_position_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
[Color] used to draw possible drop locations. See [enum DropModeFlags] constants for further description of drop locations.
</theme_item>
<theme_item name="font_color" data_type="color" type="Color" default="Color(0.7, 0.7, 0.7, 1)">
diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml
index da0df2672e..ee9d97019e 100644
--- a/doc/classes/Vector4.xml
+++ b/doc/classes/Vector4.xml
@@ -63,6 +63,30 @@
Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
+ <method name="cubic_interpolate" qualifiers="const">
+ <return type="Vector4" />
+ <argument index="0" name="b" type="Vector4" />
+ <argument index="1" name="pre_a" type="Vector4" />
+ <argument index="2" name="post_b" type="Vector4" />
+ <argument index="3" name="weight" type="float" />
+ <description>
+ Performs a cubic interpolation between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
+ </description>
+ </method>
+ <method name="direction_to" qualifiers="const">
+ <return type="Vector4" />
+ <argument index="0" name="to" type="Vector4" />
+ <description>
+ Returns the normalized vector pointing from this vector to [code]to[/code]. This is equivalent to using [code](b - a).normalized()[/code].
+ </description>
+ </method>
+ <method name="distance_to" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="to" type="Vector4" />
+ <description>
+ Returns the distance between this vector and [code]to[/code].
+ </description>
+ </method>
<method name="dot" qualifiers="const">
<return type="float" />
<argument index="0" name="with" type="Vector4" />
@@ -133,6 +157,20 @@
Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
</description>
</method>
+ <method name="posmod" qualifiers="const">
+ <return type="Vector4" />
+ <argument index="0" name="mod" type="float" />
+ <description>
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code].
+ </description>
+ </method>
+ <method name="posmodv" qualifiers="const">
+ <return type="Vector4" />
+ <argument index="0" name="modv" type="Vector4" />
+ <description>
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components.
+ </description>
+ </method>
<method name="round" qualifiers="const">
<return type="Vector4" />
<description>
@@ -145,6 +183,13 @@
Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
</description>
</method>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector4" />
+ <argument index="0" name="step" type="Vector4" />
+ <description>
+ Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
+ </description>
+ </method>
</methods>
<members>
<member name="w" type="float" setter="" getter="" default="0.0">
diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml
index bff6f2015d..9014f79f54 100644
--- a/doc/classes/VisualShaderNodeTextureUniform.xml
+++ b/doc/classes/VisualShaderNodeTextureUniform.xml
@@ -39,12 +39,15 @@
Represents the size of the [enum TextureType] enum.
</constant>
<constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault">
- Defaults to white color.
+ Defaults to fully opaque white color.
</constant>
<constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault">
- Defaults to black color.
+ Defaults to fully opaque black color.
</constant>
- <constant name="COLOR_DEFAULT_MAX" value="2" enum="ColorDefault">
+ <constant name="COLOR_DEFAULT_TRANSPARENT" value="2" enum="ColorDefault">
+ Defaults to fully transparent black color.
+ </constant>
+ <constant name="COLOR_DEFAULT_MAX" value="3" enum="ColorDefault">
Represents the size of the [enum ColorDefault] enum.
</constant>
<constant name="FILTER_DEFAULT" value="0" enum="TextureFilter">
diff --git a/doc/classes/VisualShaderNodeVectorRefract.xml b/doc/classes/VisualShaderNodeVectorRefract.xml
index d12188ea55..003b505671 100644
--- a/doc/classes/VisualShaderNodeVectorRefract.xml
+++ b/doc/classes/VisualShaderNodeVectorRefract.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNodeVectorBase" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph.
+ Returns the vector that points in the direction of refraction. For use within the visual shader graph.
</brief_description>
<description>
Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml
index b8d424b5fe..9198da4bc6 100644
--- a/doc/classes/VoxelGIData.xml
+++ b/doc/classes/VoxelGIData.xml
@@ -72,10 +72,10 @@
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also [member bias]. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
</member>
- <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
- If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
+ <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.5">
+ The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
</member>
- <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false">
+ <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="true">
If [code]true[/code], performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling [member use_two_bounces], adjust [member propagation] and [member energy].
</member>
</members>
diff --git a/doc/classes/WeakRef.xml b/doc/classes/WeakRef.xml
index f80381acda..ea520178c7 100644
--- a/doc/classes/WeakRef.xml
+++ b/doc/classes/WeakRef.xml
@@ -12,7 +12,7 @@
<method name="get_ref" qualifiers="const">
<return type="Variant" />
<description>
- Returns the [Object] this weakref is referring to.
+ Returns the [Object] this weakref is referring to. Returns [code]null[/code] if that object no longer exists.
</description>
</method>
</methods>
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index f4eaaac2e1..84f3b6a4b1 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -344,9 +344,11 @@
</member>
<member name="max_size" type="Vector2i" setter="set_max_size" getter="get_max_size" default="Vector2i(0, 0)">
If non-zero, the [Window] can't be resized to be bigger than this size.
+ [b]Note:[/b] This property will be ignored if the value is lower than [member min_size].
</member>
<member name="min_size" type="Vector2i" setter="set_min_size" getter="get_min_size" default="Vector2i(0, 0)">
If non-zero, the [Window] can't be resized to be smaller than this size.
+ [b]Note:[/b] This property will be ignored in favor of [method get_contents_minimum_size] if [member wrap_controls] is enabled and if its size is bigger.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Window.Mode" default="0">
Set's the window's current mode.
@@ -388,7 +390,7 @@
If [code]true[/code], the window is visible.
</member>
<member name="wrap_controls" type="bool" setter="set_wrap_controls" getter="is_wrapping_controls" default="false">
- If [code]true[/code], the window's size will automatically update when a child node is added or removed.
+ If [code]true[/code], the window's size will automatically update when a child node is added or removed, ignoring [member min_size] if the new size is bigger.
If [code]false[/code], you need to call [method child_controls_changed] manually.
</member>
</members>
diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py
index 469bb4a310..cf87990a11 100755
--- a/doc/tools/make_rst.py
+++ b/doc/tools/make_rst.py
@@ -9,15 +9,13 @@ import re
import sys
import xml.etree.ElementTree as ET
from collections import OrderedDict
+from typing import List, Dict, TextIO, Tuple, Optional, Any, Union
# Import hardcoded version information from version.py
root_directory = os.path.join(os.path.dirname(os.path.abspath(__file__)), "../../")
sys.path.append(root_directory) # Include the root directory
import version
-# Uncomment to do type checks. I have it commented out so it works below Python 3.5
-# from typing import List, Dict, TextIO, Tuple, Iterable, Optional, DefaultDict, Any, Union
-
# $DOCS_URL/path/to/page.html(#fragment-tag)
GODOT_DOCS_PATTERN = re.compile(r"^\$DOCS_URL/(.*)\.html(#.*)?$")
@@ -61,127 +59,20 @@ BASE_STRINGS = [
"This method doesn't need an instance to be called, so it can be called directly using the class name.",
"This method describes a valid operator to use with this type as left-hand operand.",
]
-strings_l10n = {}
-
-STYLES = {}
-
-
-def print_error(error, state): # type: (str, State) -> None
- print("{}{}ERROR:{} {}{}".format(STYLES["red"], STYLES["bold"], STYLES["regular"], error, STYLES["reset"]))
- state.num_errors += 1
-
-
-class TypeName:
- def __init__(self, type_name, enum=None): # type: (str, Optional[str]) -> None
- self.type_name = type_name
- self.enum = enum
-
- def to_rst(self, state): # type: ("State") -> str
- if self.enum is not None:
- return make_enum(self.enum, state)
- elif self.type_name == "void":
- return "void"
- else:
- return make_type(self.type_name, state)
-
- @classmethod
- def from_element(cls, element): # type: (ET.Element) -> "TypeName"
- return cls(element.attrib["type"], element.get("enum"))
-
+strings_l10n: Dict[str, str] = {}
-class PropertyDef:
- def __init__(
- self, name, type_name, setter, getter, text, default_value, overrides
- ): # type: (str, TypeName, Optional[str], Optional[str], Optional[str], Optional[str], Optional[str]) -> None
- self.name = name
- self.type_name = type_name
- self.setter = setter
- self.getter = getter
- self.text = text
- self.default_value = default_value
- self.overrides = overrides
-
-
-class ParameterDef:
- def __init__(self, name, type_name, default_value): # type: (str, TypeName, Optional[str]) -> None
- self.name = name
- self.type_name = type_name
- self.default_value = default_value
-
-
-class SignalDef:
- def __init__(self, name, parameters, description): # type: (str, List[ParameterDef], Optional[str]) -> None
- self.name = name
- self.parameters = parameters
- self.description = description
-
-
-class MethodDef:
- def __init__(
- self, name, return_type, parameters, description, qualifiers
- ): # type: (str, TypeName, List[ParameterDef], Optional[str], Optional[str]) -> None
- self.name = name
- self.return_type = return_type
- self.parameters = parameters
- self.description = description
- self.qualifiers = qualifiers
-
-
-class ConstantDef:
- def __init__(self, name, value, text, bitfield): # type: (str, str, Optional[str], Optional[bool]) -> None
- self.name = name
- self.value = value
- self.text = text
- self.is_bitfield = bitfield
-
-
-class EnumDef:
- def __init__(self, name, bitfield): # type: (str, Optional[bool]) -> None
- self.name = name
- self.values = OrderedDict() # type: OrderedDict[str, ConstantDef]
- self.is_bitfield = bitfield
-
-
-class ThemeItemDef:
- def __init__(
- self, name, type_name, data_name, text, default_value
- ): # type: (str, TypeName, str, Optional[str], Optional[str]) -> None
- self.name = name
- self.type_name = type_name
- self.data_name = data_name
- self.text = text
- self.default_value = default_value
-
-
-class ClassDef:
- def __init__(self, name): # type: (str) -> None
- self.name = name
- self.constants = OrderedDict() # type: OrderedDict[str, ConstantDef]
- self.enums = OrderedDict() # type: OrderedDict[str, EnumDef]
- self.properties = OrderedDict() # type: OrderedDict[str, PropertyDef]
- self.constructors = OrderedDict() # type: OrderedDict[str, List[MethodDef]]
- self.methods = OrderedDict() # type: OrderedDict[str, List[MethodDef]]
- self.operators = OrderedDict() # type: OrderedDict[str, List[MethodDef]]
- self.signals = OrderedDict() # type: OrderedDict[str, SignalDef]
- self.annotations = OrderedDict() # type: OrderedDict[str, List[MethodDef]]
- self.theme_items = OrderedDict() # type: OrderedDict[str, ThemeItemDef]
- self.inherits = None # type: Optional[str]
- self.brief_description = None # type: Optional[str]
- self.description = None # type: Optional[str]
- self.tutorials = [] # type: List[Tuple[str, str]]
-
- # Used to match the class with XML source for output filtering purposes.
- self.filepath = "" # type: str
+STYLES: Dict[str, str] = {}
class State:
- def __init__(self): # type: () -> None
+ def __init__(self) -> None:
self.num_errors = 0
- self.classes = OrderedDict() # type: OrderedDict[str, ClassDef]
- self.current_class = "" # type: str
+ self.classes: OrderedDict[str, ClassDef] = OrderedDict()
+ self.current_class: str = ""
- def parse_class(self, class_root, filepath): # type: (ET.Element, str) -> None
+ def parse_class(self, class_root: ET.Element, filepath: str) -> None:
class_name = class_root.attrib["name"]
+ self.current_class = class_name
class_def = ClassDef(class_name)
self.classes[class_name] = class_def
@@ -233,11 +124,10 @@ class State:
return_element = constructor.find("return")
if return_element is not None:
return_type = TypeName.from_element(return_element)
-
else:
return_type = TypeName("void")
- params = parse_arguments(constructor)
+ params = self.parse_arguments(constructor, "constructor")
desc_element = constructor.find("description")
method_desc = None
@@ -265,7 +155,7 @@ class State:
else:
return_type = TypeName("void")
- params = parse_arguments(method)
+ params = self.parse_arguments(method, "method")
desc_element = method.find("description")
method_desc = None
@@ -293,7 +183,7 @@ class State:
else:
return_type = TypeName("void")
- params = parse_arguments(operator)
+ params = self.parse_arguments(operator, "operator")
desc_element = operator.find("description")
method_desc = None
@@ -314,7 +204,7 @@ class State:
constant_name = constant.attrib["name"]
value = constant.attrib["value"]
enum = constant.get("enum")
- is_bitfield = constant.get("is_bitfield") or False
+ is_bitfield = constant.get("is_bitfield") == "true"
constant_def = ConstantDef(constant_name, value, constant.text, is_bitfield)
if enum is None:
if constant_name in class_def.constants:
@@ -341,14 +231,14 @@ class State:
annotation_name = annotation.attrib["name"]
qualifiers = annotation.get("qualifiers")
- params = parse_arguments(annotation)
+ params = self.parse_arguments(annotation, "annotation")
desc_element = annotation.find("description")
annotation_desc = None
if desc_element is not None:
annotation_desc = desc_element.text
- annotation_def = MethodDef(annotation_name, return_type, params, annotation_desc, qualifiers)
+ annotation_def = AnnotationDef(annotation_name, params, annotation_desc, qualifiers)
if annotation_name not in class_def.annotations:
class_def.annotations[annotation_name] = []
@@ -365,7 +255,7 @@ class State:
print_error('{}.xml: Duplicate signal "{}".'.format(class_name, signal_name), self)
continue
- params = parse_arguments(signal)
+ params = self.parse_arguments(signal, "signal")
desc_element = signal.find("description")
signal_desc = None
@@ -413,31 +303,175 @@ class State:
if link.text is not None:
class_def.tutorials.append((link.text.strip(), link.get("title", "")))
- def sort_classes(self): # type: () -> None
+ self.current_class = ""
+
+ def parse_arguments(self, root: ET.Element, context: str) -> List["ParameterDef"]:
+ param_elements = root.findall("argument")
+ params: Any = [None] * len(param_elements)
+
+ for param_index, param_element in enumerate(param_elements):
+ param_name = param_element.attrib["name"]
+ index = int(param_element.attrib["index"])
+ type_name = TypeName.from_element(param_element)
+ default = param_element.get("default")
+
+ if param_name.strip() == "" or param_name.startswith("_unnamed_arg"):
+ print_error(
+ '{}.xml: Empty argument name in {} "{}" at position {}.'.format(
+ self.current_class, context, root.attrib["name"], param_index
+ ),
+ self,
+ )
+
+ params[index] = ParameterDef(param_name, type_name, default)
+
+ cast: List[ParameterDef] = params
+
+ return cast
+
+ def sort_classes(self) -> None:
self.classes = OrderedDict(sorted(self.classes.items(), key=lambda t: t[0]))
-def parse_arguments(root): # type: (ET.Element) -> List[ParameterDef]
- param_elements = root.findall("argument")
- params = [None] * len(param_elements) # type: Any
- for param_element in param_elements:
- param_name = param_element.attrib["name"]
- index = int(param_element.attrib["index"])
- type_name = TypeName.from_element(param_element)
- default = param_element.get("default")
+class TypeName:
+ def __init__(self, type_name: str, enum: Optional[str] = None) -> None:
+ self.type_name = type_name
+ self.enum = enum
+
+ def to_rst(self, state: State) -> str:
+ if self.enum is not None:
+ return make_enum(self.enum, state)
+ elif self.type_name == "void":
+ return "void"
+ else:
+ return make_type(self.type_name, state)
+
+ @classmethod
+ def from_element(cls, element: ET.Element) -> "TypeName":
+ return cls(element.attrib["type"], element.get("enum"))
+
+
+class PropertyDef:
+ def __init__(
+ self,
+ name: str,
+ type_name: TypeName,
+ setter: Optional[str],
+ getter: Optional[str],
+ text: Optional[str],
+ default_value: Optional[str],
+ overrides: Optional[str],
+ ) -> None:
+ self.name = name
+ self.type_name = type_name
+ self.setter = setter
+ self.getter = getter
+ self.text = text
+ self.default_value = default_value
+ self.overrides = overrides
+
+
+class ParameterDef:
+ def __init__(self, name: str, type_name: TypeName, default_value: Optional[str]) -> None:
+ self.name = name
+ self.type_name = type_name
+ self.default_value = default_value
- params[index] = ParameterDef(param_name, type_name, default)
- cast = params # type: List[ParameterDef]
+class SignalDef:
+ def __init__(self, name: str, parameters: List[ParameterDef], description: Optional[str]) -> None:
+ self.name = name
+ self.parameters = parameters
+ self.description = description
+
- return cast
+class AnnotationDef:
+ def __init__(
+ self,
+ name: str,
+ parameters: List[ParameterDef],
+ description: Optional[str],
+ qualifiers: Optional[str],
+ ) -> None:
+ self.name = name
+ self.parameters = parameters
+ self.description = description
+ self.qualifiers = qualifiers
-def main(): # type: () -> None
+class MethodDef:
+ def __init__(
+ self,
+ name: str,
+ return_type: TypeName,
+ parameters: List[ParameterDef],
+ description: Optional[str],
+ qualifiers: Optional[str],
+ ) -> None:
+ self.name = name
+ self.return_type = return_type
+ self.parameters = parameters
+ self.description = description
+ self.qualifiers = qualifiers
+
+
+class ConstantDef:
+ def __init__(self, name: str, value: str, text: Optional[str], bitfield: bool) -> None:
+ self.name = name
+ self.value = value
+ self.text = text
+ self.is_bitfield = bitfield
+
+
+class EnumDef:
+ def __init__(self, name: str, bitfield: bool) -> None:
+ self.name = name
+ self.values: OrderedDict[str, ConstantDef] = OrderedDict()
+ self.is_bitfield = bitfield
+
+
+class ThemeItemDef:
+ def __init__(
+ self, name: str, type_name: TypeName, data_name: str, text: Optional[str], default_value: Optional[str]
+ ) -> None:
+ self.name = name
+ self.type_name = type_name
+ self.data_name = data_name
+ self.text = text
+ self.default_value = default_value
+
+
+class ClassDef:
+ def __init__(self, name: str) -> None:
+ self.name = name
+ self.constants: OrderedDict[str, ConstantDef] = OrderedDict()
+ self.enums: OrderedDict[str, EnumDef] = OrderedDict()
+ self.properties: OrderedDict[str, PropertyDef] = OrderedDict()
+ self.constructors: OrderedDict[str, List[MethodDef]] = OrderedDict()
+ self.methods: OrderedDict[str, List[MethodDef]] = OrderedDict()
+ self.operators: OrderedDict[str, List[MethodDef]] = OrderedDict()
+ self.signals: OrderedDict[str, SignalDef] = OrderedDict()
+ self.annotations: OrderedDict[str, List[AnnotationDef]] = OrderedDict()
+ self.theme_items: OrderedDict[str, ThemeItemDef] = OrderedDict()
+ self.inherits: Optional[str] = None
+ self.brief_description: Optional[str] = None
+ self.description: Optional[str] = None
+ self.tutorials: List[Tuple[str, str]] = []
+
+ # Used to match the class with XML source for output filtering purposes.
+ self.filepath: str = ""
+
+
+def print_error(error: str, state: State) -> None:
+ print("{}{}ERROR:{} {}{}".format(STYLES["red"], STYLES["bold"], STYLES["regular"], error, STYLES["reset"]))
+ state.num_errors += 1
+
+
+def main() -> None:
# Enable ANSI escape code support on Windows 10 and later (for colored console output).
# <https://bugs.python.org/issue29059>
if platform.system().lower() == "windows":
- from ctypes import windll, c_int, byref
+ from ctypes import windll, c_int, byref # type: ignore
stdout_handle = windll.kernel32.GetStdHandle(c_int(-11))
mode = c_int(0)
@@ -491,7 +525,7 @@ def main(): # type: () -> None
print("Checking for errors in the XML class reference...")
- file_list = [] # type: List[str]
+ file_list: List[str] = []
for path in args.path:
# Cut off trailing slashes so os.path.basename doesn't choke.
@@ -515,7 +549,7 @@ def main(): # type: () -> None
file_list.append(path)
- classes = {} # type: Dict[str, ET.Element]
+ classes: Dict[str, Tuple[ET.Element, str]] = {}
state = State()
for cur_file in file_list:
@@ -576,7 +610,7 @@ def main(): # type: () -> None
exit(1)
-def translate(string): # type: (str) -> str
+def translate(string: str) -> str:
"""Translate a string based on translations sourced from `doc/translations/*.po`
for a language if defined via the --lang command line argument.
Returns the original string if no translation exists.
@@ -584,7 +618,7 @@ def translate(string): # type: (str) -> str
return strings_l10n.get(string, string)
-def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, State, bool, str) -> None
+def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: str) -> None:
class_name = class_def.name
if dry_run:
@@ -635,8 +669,8 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
break
f.write("\n\n")
- # Descendents
- inherited = []
+ # Descendants
+ inherited: List[str] = []
for c in state.classes.values():
if c.inherits and c.inherits.strip() == class_name:
inherited.append(c.name)
@@ -667,7 +701,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
# Properties overview
if len(class_def.properties) > 0:
f.write(make_heading("Properties", "-"))
- ml = [] # type: List[Tuple[str, str, str]]
+ ml: List[Tuple[Optional[str], ...]] = []
for property_def in class_def.properties.values():
type_rst = property_def.type_name.to_rst(state)
default = property_def.default_value
@@ -683,7 +717,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
# Constructors, Methods, Operators overview
if len(class_def.constructors) > 0:
f.write(make_heading("Constructors", "-"))
- ml = []
+ ml: List[Tuple[Optional[str], ...]] = []
for method_list in class_def.constructors.values():
for m in method_list:
ml.append(make_method_signature(class_def, m, "constructor", state))
@@ -691,7 +725,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
if len(class_def.methods) > 0:
f.write(make_heading("Methods", "-"))
- ml = []
+ ml: List[Tuple[Optional[str], ...]] = []
for method_list in class_def.methods.values():
for m in method_list:
ml.append(make_method_signature(class_def, m, "method", state))
@@ -699,7 +733,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
if len(class_def.operators) > 0:
f.write(make_heading("Operators", "-"))
- ml = []
+ ml: List[Tuple[Optional[str], ...]] = []
for method_list in class_def.operators.values():
for m in method_list:
ml.append(make_method_signature(class_def, m, "operator", state))
@@ -708,7 +742,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
# Theme properties
if len(class_def.theme_items) > 0:
f.write(make_heading("Theme Properties", "-"))
- pl = []
+ pl: List[Tuple[Optional[str], ...]] = []
for theme_item_def in class_def.theme_items.values():
ref = ":ref:`{0}<class_{2}_theme_{1}_{0}>`".format(
theme_item_def.name, theme_item_def.data_name, class_name
@@ -781,6 +815,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
f.write("\n\n")
+ # Annotations
if len(class_def.annotations) > 0:
f.write(make_heading("Annotations", "-"))
index = 0
@@ -793,8 +828,8 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
if i == 0:
f.write(".. _class_{}_annotation_{}:\n\n".format(class_name, m.name.strip("@")))
- ret_type, signature = make_method_signature(class_def, m, "", state)
- f.write("- {} {}\n\n".format(ret_type, signature))
+ _, signature = make_method_signature(class_def, m, "", state)
+ f.write("- {}\n\n".format(signature))
if m.description is not None and m.description.strip() != "":
f.write(rstize_text(m.description.strip(), state) + "\n\n")
@@ -816,7 +851,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
f.write(".. _class_{}_property_{}:\n\n".format(class_name, property_def.name))
f.write("- {} **{}**\n\n".format(property_def.type_name.to_rst(state), property_def.name))
- info = []
+ info: List[Tuple[Optional[str], ...]] = []
# Not using translate() for now as it breaks table formatting.
if property_def.default_value is not None:
info.append(("*" + "Default" + "*", property_def.default_value))
@@ -926,7 +961,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
f.write(make_footer())
-def escape_rst(text, until_pos=-1): # type: (str, int) -> str
+def escape_rst(text: str, until_pos: int = -1) -> str:
# Escape \ character, otherwise it ends up as an escape character in rst
pos = 0
while True:
@@ -960,7 +995,7 @@ def escape_rst(text, until_pos=-1): # type: (str, int) -> str
return text
-def format_codeblock(code_type, post_text, indent_level, state): # types: str, str, int, state
+def format_codeblock(code_type: str, post_text: str, indent_level: int, state: State) -> Union[Tuple[str, int], None]:
end_pos = post_text.find("[/" + code_type + "]")
if end_pos == -1:
print_error("{}.xml: [" + code_type + "] without a closing tag.".format(state.current_class), state)
@@ -994,10 +1029,10 @@ def format_codeblock(code_type, post_text, indent_level, state): # types: str,
else:
code_text = code_text[:code_pos] + "\n " + code_text[code_pos + to_skip + 1 :]
code_pos += 5 - to_skip
- return ["\n[" + code_type + "]" + code_text + post_text, len("\n[" + code_type + "]" + code_text)]
+ return ("\n[" + code_type + "]" + code_text + post_text, len("\n[" + code_type + "]" + code_text))
-def rstize_text(text, state): # type: (str, State) -> str
+def rstize_text(text: str, state: State) -> str:
# Linebreak + tabs in the XML should become two line breaks unless in a "codeblock"
pos = 0
while True:
@@ -1037,7 +1072,6 @@ def rstize_text(text, state): # type: (str, State) -> str
inside_code = False
pos = 0
tag_depth = 0
- previous_pos = 0
while True:
pos = text.find("[", pos)
if pos == -1:
@@ -1204,7 +1238,6 @@ def rstize_text(text, state): # type: (str, State) -> str
text = pre_text + tag_text + post_text
pos = len(pre_text) + len(tag_text)
- previous_pos = pos
continue
elif cmd == "center":
tag_depth += 1
@@ -1310,7 +1343,6 @@ def rstize_text(text, state): # type: (str, State) -> str
text = pre_text + tag_text + post_text
pos = len(pre_text) + len(tag_text)
- previous_pos = pos
if tag_depth > 0:
print_error(
@@ -1320,7 +1352,7 @@ def rstize_text(text, state): # type: (str, State) -> str
return text
-def format_table(f, data, remove_empty_columns=False): # type: (TextIO, Iterable[Tuple[str, ...]], bool) -> None
+def format_table(f: TextIO, data: List[Tuple[Optional[str], ...]], remove_empty_columns: bool = False) -> None:
if len(data) == 0:
return
@@ -1351,7 +1383,7 @@ def format_table(f, data, remove_empty_columns=False): # type: (TextIO, Iterabl
f.write("\n")
-def make_type(klass, state): # type: (str, State) -> str
+def make_type(klass: str, state: State) -> str:
if klass.find("*") != -1: # Pointer, ignore
return klass
link_type = klass
@@ -1363,7 +1395,7 @@ def make_type(klass, state): # type: (str, State) -> str
return klass
-def make_enum(t, state): # type: (str, State) -> str
+def make_enum(t: str, state: State) -> str:
p = t.find(".")
if p >= 0:
c = t[0:p]
@@ -1389,31 +1421,36 @@ def make_enum(t, state): # type: (str, State) -> str
def make_method_signature(
- class_def, method_def, ref_type, state
-): # type: (ClassDef, Union[MethodDef, SignalDef], str, State) -> Tuple[str, str]
- ret_type = " "
+ class_def: ClassDef, definition: Union[AnnotationDef, MethodDef, SignalDef], ref_type: str, state: State
+) -> Tuple[str, str]:
+ ret_type = ""
+
+ is_method_def = isinstance(definition, MethodDef)
+ if is_method_def:
+ ret_type = definition.return_type.to_rst(state)
- if isinstance(method_def, MethodDef):
- ret_type = method_def.return_type.to_rst(state)
+ qualifiers = None
+ if is_method_def or isinstance(definition, AnnotationDef):
+ qualifiers = definition.qualifiers
out = ""
- if ref_type != "":
+ if is_method_def and ref_type != "":
if ref_type == "operator":
out += ":ref:`{0}<class_{1}_{2}_{3}_{4}>` ".format(
- method_def.name.replace("<", "\\<"), # So operator "<" gets correctly displayed.
+ definition.name.replace("<", "\\<"), # So operator "<" gets correctly displayed.
class_def.name,
ref_type,
- sanitize_operator_name(method_def.name, state),
- method_def.return_type.type_name,
+ sanitize_operator_name(definition.name, state),
+ definition.return_type.type_name,
)
else:
- out += ":ref:`{0}<class_{1}_{2}_{0}>` ".format(method_def.name, class_def.name, ref_type)
+ out += ":ref:`{0}<class_{1}_{2}_{0}>` ".format(definition.name, class_def.name, ref_type)
else:
- out += "**{}** ".format(method_def.name)
+ out += "**{}** ".format(definition.name)
out += "**(**"
- for i, arg in enumerate(method_def.parameters):
+ for i, arg in enumerate(definition.parameters):
if i > 0:
out += ", "
else:
@@ -1424,24 +1461,24 @@ def make_method_signature(
if arg.default_value is not None:
out += "=" + arg.default_value
- if isinstance(method_def, MethodDef) and method_def.qualifiers is not None and "vararg" in method_def.qualifiers:
- if len(method_def.parameters) > 0:
+ if qualifiers is not None and "vararg" in qualifiers:
+ if len(definition.parameters) > 0:
out += ", ..."
else:
out += " ..."
out += " **)**"
- if isinstance(method_def, MethodDef) and method_def.qualifiers is not None:
+ if qualifiers is not None:
# Use substitutions for abbreviations. This is used to display tooltips on hover.
# See `make_footer()` for descriptions.
- for qualifier in method_def.qualifiers.split():
+ for qualifier in qualifiers.split():
out += " |" + qualifier + "|"
return ret_type, out
-def make_heading(title, underline, l10n=True): # type: (str, str, bool) -> str
+def make_heading(title: str, underline: str, l10n: bool = True) -> str:
if l10n:
new_title = translate(title)
if new_title != title:
@@ -1450,7 +1487,7 @@ def make_heading(title, underline, l10n=True): # type: (str, str, bool) -> str
return title + "\n" + (underline * len(title)) + "\n\n"
-def make_footer(): # type: () -> str
+def make_footer() -> str:
# Generate reusable abbreviation substitutions.
# This way, we avoid bloating the generated rST with duplicate abbreviations.
# fmt: off
@@ -1465,7 +1502,7 @@ def make_footer(): # type: () -> str
# fmt: on
-def make_link(url, title): # type: (str, str) -> str
+def make_link(url: str, title: str) -> str:
match = GODOT_DOCS_PATTERN.search(url)
if match:
groups = match.groups()
@@ -1482,15 +1519,15 @@ def make_link(url, title): # type: (str, str) -> str
if title != "":
return ":doc:`" + title + " <../" + groups[0] + ">`"
return ":doc:`../" + groups[0] + "`"
- else:
- # External link, for example:
- # `http://enet.bespin.org/usergroup0.html`
- if title != "":
- return "`" + title + " <" + url + ">`__"
- return "`" + url + " <" + url + ">`__"
+
+ # External link, for example:
+ # `http://enet.bespin.org/usergroup0.html`
+ if title != "":
+ return "`" + title + " <" + url + ">`__"
+ return "`" + url + " <" + url + ">`__"
-def sanitize_operator_name(dirty_name, state): # type: (str, State) -> str
+def sanitize_operator_name(dirty_name: str, state: State) -> str:
clear_name = dirty_name.replace("operator ", "")
if clear_name == "!=":
@@ -1548,7 +1585,7 @@ def sanitize_operator_name(dirty_name, state): # type: (str, State) -> str
return clear_name
-def indent_bullets(text): # type: (str) -> str
+def indent_bullets(text: str) -> str:
# Take the text and check each line for a bullet point represented by "-".
# Where found, indent the given line by a further "\t".
# Used to properly indent bullet points contained in the description for enum values.
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 2866dc9b70..44d40e1bd5 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: 2022-07-27 05:24+0000\n"
+"PO-Revision-Date: 2022-08-04 05:23+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"
@@ -548,7 +548,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
@@ -574,15 +573,15 @@ msgstr ""
"- Pour [code]null[/code], [code]int[/code], [code]float[/code], "
"[code]String[/code], [code]Object[/code] et [code]RID[/code], les résultats "
"de [code]deep_equal[/code] et [code]==[/code] sont les mêmes.\n"
-"- Pour [code]Dictionary[/code], [code]==[/code] considère que l'égalité est "
-"respéctée si et seulement si les deux variables pointent vers le même "
-"[code]Dictionary[/code], sans recursion ou connaissance du contenu des "
+"- Pour les [code]Dictionary[/code], [code]==[/code] considère que l'égalité "
+"est respectée si et seulement si les deux variables pointent vers le même "
+"[code]Dictionary[/code], sans récursion ou comparaison du contenu des "
"variables.\n"
-"- For [code]Array[/code], [code]==[/code] considère que l'égalité est "
-"respéctée si et seulement si chaque élement du premier [code]Tableau[/code] "
+"- Pour les [code]Array[/code], [code]==[/code] considère que l'égalité est "
+"respectée si et seulement si chaque élément du premier [code]Array[/code] "
"est égal à l'élément au même index du second [code]Array[/code], évalué par "
-"[code]==[/code] lui même. Cela implique que [code]==[/code] recurses dans un "
-"[code]Array[/code], mais pas dans un [code]Dictionary[/code].\n"
+"[code]==[/code] lui-même. Cela implique un récursion avec [code]==[/code] "
+"pour les [code]Array[/code], mais pas les [code]Dictionary[/code].\n"
"Rapidement, dès qu'un [code]Dictionary[/code] est potentiellement impliqué, "
"si une vraie comparaison du contenu est souhaité, il faut utiliser "
"[code]deep_equal[/code]."
@@ -608,7 +607,6 @@ msgstr ""
"nouveau en une instance. Utile pour la désérialisation."
#: 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 "
@@ -634,13 +632,15 @@ msgstr ""
"nombre à virgule flottante, avec des valeurs spécifiques conduisant aux "
"comportements suivants:\n"
"[codeblock]\n"
-"- Inférieur à -1.0 (exclusif): Ease in-out\n"
-"- 1.0: Linéaire\n"
-"- Entre -1.0 et 0.0 (exclusif): Ease out-in\n"
-"- 0.0: Constante\n"
-"- Entre 0.0 et 1.0 (exclusif): Ease in\n"
-"- 1.0: Linéaire\n"
-"- Supérieur à 1.0 (exclusif): Ease out\n"
+"- Inférieur à -1.0 (exclus) : Plus lent au début et à la fin (\"ease in-out\""
+")\n"
+"- 1.0 : Linéaire\n"
+"- Entre -1.0 et 0.0 (exclus) : Plus rapide au début et à la fin (\"ease out-"
+"in\")\n"
+"- 0.0 : Constante\n"
+"- Entre 0.0 et 1.0 (exclus) : Plus lent au début (\"ease in\")\n"
+"- 1.0 : Linéaire\n"
+"- Supérieur à 1.0 (exclus) : Plus lent à la fin (\"ease out\")\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
@@ -1423,7 +1423,6 @@ msgstr ""
"ou un avertissement est affiché."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
@@ -1433,11 +1432,12 @@ msgid ""
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
-"Affiche la trace d'appels à l'emplacement du code, ne fonctionne que lorsque "
-"le débogueur est activé.\n"
+"Comme [method prunt], mais inclus la frame de la pile actuelle quand le "
+"débogueur est activé.\n"
"La sortie dans la console ressemblerait à ceci :\n"
"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1824,7 +1824,6 @@ 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] "
@@ -1850,25 +1849,26 @@ msgid ""
"-1.6521) return values[/url]"
msgstr ""
"Retourne le résultat de l'interpolation douce de la valeur [code]s[/code] "
-"entre [code]0[/code] et [code]1[/code], basée sur la position de [code]s[/"
-"code] entre [code]from[/code] et [code]to[/code].\n"
-"La valeur de retour est [code]0[/code] si [code]s <= from[/code], et "
+"entre [code]0[/code] et [code]1[/code], basée sur la position de "
+"[code]s[/code] entre [code]from[/code] et [code]to[/code].\n"
+"La valeur retournée est [code]0[/code] si [code]s <= from[/code], et "
"[code]1[/code] si [code]s >= to[/code]. Si [code]s[/code] se trouve entre "
"[code]from[/code] et [code]to[/code], la valeur retournée suit une courbe en "
-"S qui représente les positions de [code]s[/code] entre[code]0[/code] and "
+"S qui représente les positions de [code]s[/code] entre[code]0[/code] et "
"[code]1[/code].\n"
-"Cette courbe en S est l'interpolateur cubique d'Hermite, obtenu par "
-"[code]f(y) = 3*y^2 - 2*y^3[/code] où [code]y = (x-from) / (to-from)[/code].\n"
-"[codeblock]\n"
-"smoothstep(0, 2, -5.0) # Renvoie 0.0\n"
-"smoothstep(0, 2, 0.5) # Renvoie 0.15625\n"
-"smoothstep(0, 2, 1.0) # Renvoie 0.5\n"
-"smoothstep(0, 2, 2.0) # Renvoie 1.0\n"
+"Cette courbe en S est l'interpolation cubique d'Hermite, obtenu par la "
+"fonction mathématique [code]f(y) = 3*y^2 - 2*y^3[/code] où [code]y = (x-from)"
+" / (to-from)[/code].\n"
+"[codeblock]\n"
+"smoothstep(0, 2, -5.0) # Retourne 0.0\n"
+"smoothstep(0, 2, 0.5) # Retourne 0.15625\n"
+"smoothstep(0, 2, 1.0) # Retourne 0.5\n"
+"smoothstep(0, 2, 2.0) # Retourne 1.0\n"
"[/codeblock]\n"
-"Comparé à [method ease] avec une valeur de courbe de [code]-1.6521[/code], "
-"[method smoothstep] retourne la courbe la plus douce possible sans change "
-"brusque dans la dérivée. Si vous avez besoin d'effectuer des transitions "
-"plus avancées, utilisez [Tween] ou [AnimationPlayer].\n"
+"Comparé à l'utilisateur [method ease] avec une valeur de courbe de [code]-1."
+"6521[/code], [method smoothstep] retourne la courbe la plus douce possible, "
+"sans changement brusque de dérivée. Si vous avez besoin d'effectuer des "
+"transitions plus avancées, utilisez [Tween] ou [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"smoothstep_ease_comparison.png]Comparaison entre les valeurs retournées par "
"smoothstep() et ease(x, -1.6521)[/url]"
@@ -4510,13 +4510,12 @@ msgstr ""
"les couches de physique 2D optionnellement nommées."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ""
"Hints that an integer property is a bitmask using the optionally named 2D "
"navigation layers."
msgstr ""
-"Indique qu'une propriété nombre entier est un masque de bits utilisant les "
-"couches de rendu 2D optionnellement nommées."
+"Indique qu'une propriété de nombre entier est un masque de bits indiquant "
+"des calques de navigation 2D, qui peuvent être nommées."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4535,13 +4534,12 @@ msgstr ""
"couches de physique 3D optionnellement nommées."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"navigation layers."
msgstr ""
-"Indique qu'une propriété nombre entier est un masque de bits utilisant les "
-"couches de rendu 2D optionnellement nommées."
+"Indique qu'une propriété de nombre entier est un masque de bits indiquant "
+"des calques de navigation 3D, qui peuvent être nommées."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4660,9 +4658,10 @@ msgid "The property is a translatable string."
msgstr "La propriété est une chaîne de caractères traduisible."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Used to group properties together in the editor. See [EditorInspector]."
-msgstr "Utilisé pour rassembler des propriétés ensemble dans l'éditeur."
+msgstr ""
+"Utilisé pour rassembler des propriétés ensemble dans l'éditeur. Voir "
+"[EditorInspector]."
#: doc/classes/@GlobalScope.xml
msgid "Used to categorize properties together in the editor."
@@ -5443,10 +5442,11 @@ msgid "Maximum value for the mode enum."
msgstr "Valeur maximale pour le mode énumeration."
#: doc/classes/AnimatedSprite.xml
-#, fuzzy
msgid ""
"Sprite node that contains multiple textures as frames to play for animation."
-msgstr "Nœud de sprite qui peut utiliser plusieurs textures pour l'animation."
+msgstr ""
+"Le nœud de sprite qui peut utiliser plusieurs textures pour jouer une "
+"animation."
#: doc/classes/AnimatedSprite.xml
msgid ""
@@ -7372,7 +7372,7 @@ msgstr "Le type de transition."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "The time to cross-fade between this state and the next."
-msgstr ""
+msgstr "La durée du fondu entre cet état et le suivant."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "Emitted when [member advance_condition] is changed."
@@ -7515,9 +7515,8 @@ msgstr ""
"processus."
#: doc/classes/AnimationPlayer.xml
-#, fuzzy
msgid "Animation tutorial index"
-msgstr "Nœud d'animation."
+msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -8099,9 +8098,8 @@ msgstr ""
"connectés à l'emplacement spécifié.."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns the blend amount of a Blend2 node given its name."
-msgstr "Retourne le nombre de clés d'une piste donnée."
+msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8129,9 +8127,8 @@ msgstr ""
"code]. Les enfants modifiés du node's continuent d'être animés."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns the blend amount of a Blend3 node given its name."
-msgstr "Retourne le nombre de clés d'une piste donnée."
+msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8152,9 +8149,8 @@ msgstr ""
"de B+ est à 0. À 1, la sortie est l'entrée B+."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns the blend amount of a Blend4 node given its name."
-msgstr "Retourne le nombre de clés d'une piste donnée."
+msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8186,9 +8182,8 @@ msgid "Returns a [PoolStringArray] containing the name of all nodes."
msgstr "Retourne un [PoolStringArray] contenant le nom de tous les nœuds."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns the mix amount of a Mix node given its name."
-msgstr "Retourne le nombre de clés d'une piste donnée."
+msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8234,23 +8229,20 @@ msgstr ""
"position."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns the autostart delay of a OneShot node given its name."
-msgstr "Retourne la valeur d'une clé donnée dans une piste donnée."
+msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the autostart random delay of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns the fade in time of a OneShot node given its name."
-msgstr "Retourne le nom du nœud d'animation donné."
+msgstr ""
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns the fade out time of a OneShot node given its name."
-msgstr "Retourne la valeur d'une clé donnée dans une piste donnée."
+msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node will auto restart given its name."
@@ -8364,13 +8356,10 @@ msgstr ""
"transition nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Returns the index of the currently evaluated input for the transition node "
"with name [code]id[/code]."
msgstr ""
-"Retourne la distance la plus courte de l'avion à la position [code]point [/"
-"code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8382,11 +8371,10 @@ msgstr ""
"de transition."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Returns the cross fade time for the transition node with name [code]id[/"
"code]."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8399,13 +8387,10 @@ msgstr ""
"vers la prochaine entrée dès que la transition se termine."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"The transition node with name [code]id[/code] sets its current input at "
"[code]input_idx[/code]."
msgstr ""
-"Change la position de l'index de la piste [code]idx[/code] à celui définie "
-"par [code]to_idx[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8424,13 +8409,10 @@ msgstr ""
"nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"The transition node with name [code]id[/code] sets its cross fade time to "
"[code]time_sec[/code]."
msgstr ""
-"Change la position de l'index de la piste [code]idx[/code] à celui définie "
-"par [code]to_idx[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -9590,7 +9572,7 @@ msgid ""
"element, the slower [method pop_at] will be."
msgstr ""
"Retire et retourne l'élément du tableau à la [code]position[/code]. Si "
-"négatif, [code]position[/code] part de la la fin du tableau vers le début. "
+"négatif, [code]position[/code] part de la fin du tableau vers le début. "
"Laisse le tableau intact et retourne [code]null[/code] si le tableau est "
"vide ou s'il la position est en dehors des limites du tableau. Un message "
"d'erreur est affiché lorsque la position est en dehors des limites du "
@@ -9932,7 +9914,7 @@ msgid ""
"(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].)"
+"spécifiée (voir [method add_surface_from_arrays])."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9940,7 +9922,7 @@ msgid ""
"(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].)"
+"spécifiée (voir [method add_surface_from_arrays])."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9988,7 +9970,7 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
-msgstr "Définit le mode de forme de mélange avec [enum Mesh.BlendShapeMode]"
+msgstr "Définit le mode de forme de mélange avec [enum Mesh.BlendShapeMode]."
#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
msgid ""
@@ -10001,10 +9983,8 @@ msgstr ""
"lors de l'utilisation d'un shader qui décale les sommets."
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "Value used internally when no indices are present."
-msgstr ""
-"La valeur par défaut utilisée pour index_array_len quand il n'y pas d'indice."
+msgstr "La valeur par défaut utilisée en interne quand il n'y pas d'indice."
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
@@ -10227,7 +10207,6 @@ msgstr ""
"constamment mise à jour [code]mesh_updated[/code]."
#: doc/classes/ARVRCamera.xml
-#, fuzzy
msgid ""
"A camera node with a few overrules for AR/VR applied, such as location "
"tracking."
@@ -10384,7 +10363,6 @@ msgstr ""
"identifiant inférieur est éteint."
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
@@ -10393,8 +10371,8 @@ msgid ""
"for a limited duration."
msgstr ""
"L'intensité de vibration du contrôleur. L'intervalle va de [code]0.0[/code] "
-"à [code]1.0[/code] avec une précision de [code]0.01[/code]. Si changé, met à "
-"jour [membrez ARVRPositionalTracker.rumble] en conséquence.\n"
+"à [code]1.0[/code]. Si changé, [member ARVRPositionalTracker.rumble] sera "
+"mis à jour en conséquence.\n"
"C'est une propriété utile à animer si vous souhaitez que le contrôleur vibre "
"pendant une durée limitée."
@@ -10564,6 +10542,7 @@ msgstr "Cette interface est compatible avec le rendu stéréoscopique."
#: doc/classes/ARVRInterface.xml
msgid "This interface supports AR (video background and real world tracking)."
msgstr ""
+"Cette interface supporte la AR (arrière-plan vidéo et suivi du monde réel)."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -10640,9 +10619,8 @@ msgstr ""
"lumières sont éteintes, etc.)."
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
-#, fuzzy
msgid "GDNative wrapper for an ARVR interface."
-msgstr "Classe de base pour une implémentation d’interface AR / VR."
+msgstr "L'encapsulation GDNative pour les interfaces ARVR."
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid ""
@@ -11074,7 +11052,6 @@ msgstr ""
"position du joueur."
#: doc/classes/AspectRatioContainer.xml
-#, fuzzy
msgid "Container that preserves its child controls' aspect ratio."
msgstr "Un conteneur qui préserve le ratio d'aspect des contrôles enfants."
@@ -11097,19 +11074,16 @@ msgstr ""
#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
-#, fuzzy
msgid "GUI containers"
-msgstr "Conteneur à onglets."
+msgstr "Conteneurs d'interface"
#: doc/classes/AspectRatioContainer.xml
-#, fuzzy
msgid "Specifies the horizontal relative position of child controls."
-msgstr "La séparation horizontale des nœuds enfants."
+msgstr "Définit la position horizontale relative des nœuds enfants."
#: doc/classes/AspectRatioContainer.xml
-#, fuzzy
msgid "Specifies the vertical relative position of child controls."
-msgstr "La séparation verticale des nœuds enfants."
+msgstr "Définit la position verticale relative des nœuds enfants."
#: doc/classes/AspectRatioContainer.xml
msgid ""
@@ -11160,19 +11134,17 @@ msgstr ""
"de limiter la visibilité à seulement la taille du conteneur."
#: doc/classes/AspectRatioContainer.xml
-#, fuzzy
msgid ""
"Aligns child controls with the beginning (left or top) of the container."
-msgstr "Aligne les enfants avec le début du conteneur."
+msgstr "Aligne les enfants au début (à gauche ou en haut) du conteneur."
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the center of the container."
msgstr "Aligne les contrôles enfants au centre du conteneur."
#: doc/classes/AspectRatioContainer.xml
-#, fuzzy
msgid "Aligns child controls with the end (right or bottom) of the container."
-msgstr "Aligne les enfants avec le centre du conteneur."
+msgstr "Aligne les enfants à la fin (à droite ou en-bas) du conteneur."
#: doc/classes/AStar.xml
msgid ""
@@ -11657,14 +11629,13 @@ msgstr ""
"position et sont facteur de poids seront mis à jour avec la valeur donnée."
#: doc/classes/AStar2D.xml
-#, fuzzy
msgid ""
"Returns whether there is a connection/segment between the given points. If "
"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
"Retourne si les deux points donnés sont directement reliés par un segment. "
-"Si [code]bidirectionnel[/code] est [code]false[/code], retourne si le "
+"Si [code]bidirectional[/code] est [code]false[/code], retourne si le "
"mouvement d'identifiant [code]id[/code] vers l'autre identifiant "
"[code]to_id[/code] est possible par ce segment."
@@ -11852,11 +11823,10 @@ msgstr ""
"sont ignorés pour les AtlasTexture."
#: doc/classes/AtlasTexture.xml
-#, fuzzy
msgid "The texture that contains the atlas. Can be any [Texture] subtype."
msgstr ""
-"La texture qui contient l'atlas. Peut être de n'importe quel sous-type "
-"[Texture2D]."
+"La texture qui contient l'atlas. Peut être de n'importe quel sous-type de "
+"[Texture]."
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -11991,9 +11961,8 @@ msgstr ""
"pas assez de données disponibles."
#: doc/classes/AudioEffectCapture.xml
-#, fuzzy
msgid "Returns the total size of the internal ring buffer in frames."
-msgstr "Renvoie le reste de deux vecteurs."
+msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -12004,15 +11973,13 @@ msgstr ""
"mémoire est pleine."
#: doc/classes/AudioEffectCapture.xml
-#, fuzzy
msgid ""
"Returns the number of frames available to read using [method get_buffer]."
-msgstr "Retourne le nombre de formes assignées à une zone."
+msgstr ""
#: doc/classes/AudioEffectCapture.xml
-#, fuzzy
msgid "Returns the number of audio frames inserted from the audio bus."
-msgstr "Renvoie le nombre de points sur l'axe de mélange."
+msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -13013,7 +12980,6 @@ msgid "Returns the names of all audio devices detected on the system."
msgstr "Retourne les noms de tous les appareils audio détectés sur le système."
#: doc/classes/AudioServer.xml
-#, fuzzy
msgid "Returns the sample rate at the output of the [AudioServer]."
msgstr "Retourne le débit de sortie du [AudioServer]."
@@ -13298,14 +13264,11 @@ msgstr ""
"pour lire l'audio généré en temps réel."
#: doc/classes/AudioStreamGeneratorPlayback.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be "
"pushed to the audio sample data buffer without overflowing it, [code]false[/"
"code] otherwise."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Clears the audio sample data buffer."
@@ -13347,9 +13310,8 @@ msgstr ""
"[i]moins[/i] efficace avec GDScript."
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
-#, fuzzy
msgid "MP3 audio stream driver."
-msgstr "Pilote de flux audio OGG Vorbis."
+msgstr "Le pilote de flux audio MP3."
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
@@ -14149,9 +14111,8 @@ msgstr ""
"[constant ENVIRONMENT_MODE_CUSTOM_SKY]."
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "The rotation of the baked custom sky."
-msgstr "La racine de la scène éditée."
+msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -14260,9 +14221,8 @@ msgid "Currently unused."
msgstr "Actuellement inutilisé."
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "Returns when the baker cannot save per-mesh textures to file."
-msgstr "Renvoie l'arc tangente des paramètres."
+msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The size of the generated lightmaps is too large."
@@ -14363,7 +14323,6 @@ msgstr ""
"défini par l'enumération [enum DrawMode]."
#: doc/classes/BaseButton.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the mouse has entered the button and has not "
"left it yet."
@@ -15497,14 +15456,12 @@ msgid "Returns the current pressed button."
msgstr "Renvoie le bouton actuellement enfoncé."
#: doc/classes/ButtonGroup.xml
-#, fuzzy
msgid "Emitted when one of the buttons of the group is pressed."
-msgstr "Émis lorsqu’un bouton de ce contrôleur est appuyé."
+msgstr "Émis lorsqu’un des boutons de ce groupe est appuyé."
#: doc/classes/CallbackTweener.xml
-#, fuzzy
msgid "Calls the specified method after optional delay."
-msgstr "Verrouille l'axe linéaire et de rotation spécifié."
+msgstr "Appelle la méthode spécifiée après un délai optionnel."
#: doc/classes/CallbackTweener.xml
msgid ""
@@ -16088,7 +16045,7 @@ 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 "
+"La marge gauche nécessaire pour glisser la caméra. Une valeur de "
"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
"l'écran."
@@ -16097,7 +16054,7 @@ 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 "
+"La marge droite nécessaire pour glisser la caméra. Une valeur de "
"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
"l'écran."
@@ -16106,7 +16063,7 @@ 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 "
+"La marge supérieure nécessaire pour glisser la caméra. Une valeur de "
"[code]1[/code] ne déplacer la caméra que lorsqu'elle atteint le bord de "
"l'écran."
@@ -16222,9 +16179,8 @@ msgstr ""
"La méthode de mise à jour de la camera. Voir [enum Camera2DProcessMode]."
#: doc/classes/Camera2D.xml
-#, fuzzy
msgid "If [code]true[/code], the camera view rotates with the target."
-msgstr "Si [code]true[/code], le bouton \"add preset\" est activé."
+msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
@@ -16312,9 +16268,8 @@ msgid "Returns the unique ID for this feed."
msgstr "Retourne l'identifiant unique de ce flux."
#: doc/classes/CameraFeed.xml
-#, fuzzy
msgid "Returns the camera's name."
-msgstr "Renvoie le nom de l'élément."
+msgstr "Retourne le nom de la caméra."
#: doc/classes/CameraFeed.xml
msgid "Returns the position of camera on the device."
@@ -16384,20 +16339,18 @@ msgstr ""
"iOS. Sur les autres plates-formes, aucun [CameraFeed] ne sera disponible."
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "Adds the camera [code]feed[/code] to the camera server."
-msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
+msgstr ""
#: doc/classes/CameraServer.xml
msgid "Returns an array of [CameraFeed]s."
msgstr "Retourne un tableau de [CameraFeed]s."
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given "
"[code]index[/code]."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr ""
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
@@ -16408,14 +16361,12 @@ msgid "Removes the specified camera [code]feed[/code]."
msgstr "Supprime le flux de caméra [code]feed[/code] spécifié."
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
-msgstr "Émis lorsqu'une interface est supprimée."
+msgstr ""
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
-msgstr "Émis lorsqu'une interface est supprimée."
+msgstr ""
#: doc/classes/CameraServer.xml
msgid "The RGBA camera image."
@@ -17451,9 +17402,8 @@ msgstr ""
"[CanvasLayer] n'est pas propagée aux calques enfants."
#: doc/classes/CanvasLayer.xml
-#, fuzzy
msgid "Emitted when visibility of the layer is changed. See [member visible]."
-msgstr "Émis lorsque le VisibilityNotifier3D quitte la vue d'un [Camera3D]."
+msgstr ""
#: doc/classes/CanvasModulate.xml
msgid "Tint the entire canvas."
@@ -17548,13 +17498,12 @@ msgstr ""
"contrôler le rendu de caractères individuels dans un [RichTextEffect]."
#: doc/classes/CharFXTransform.xml
-#, fuzzy
msgid ""
"The index of the current character (starting from 0) for the "
"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing."
msgstr ""
-"L'index du caractère actuel (commence à 0). Régler cette propriété n'affecte "
-"pas l'affichage."
+"L'index du caractère actuel (commence à 0) pour le texte BBCode du "
+"[RichTextLabel]. Régler cette propriété n'affecte pas l'affichage."
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -17633,13 +17582,12 @@ msgstr ""
"pixels)."
#: doc/classes/CharFXTransform.xml
-#, fuzzy
msgid ""
"The index of the current character (starting from 0) for this "
"[RichTextEffect] custom block. Setting this property won't affect drawing."
msgstr ""
-"L'index du caractère actuel (commence à 0). Régler cette propriété n'affecte "
-"pas l'affichage."
+"L'index du caractère actuel (commence à 0) pour le bloc personnalisé du "
+"[RichTextEffect]. Régler cette propriété n'affecte pas l'affichage."
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -17757,10 +17705,9 @@ msgid "The check icon to display when the [CheckBox] is unchecked."
msgstr "L'icône de la coche à afficher quand la [CheckBox] est décochée."
#: doc/classes/CheckBox.xml
-#, fuzzy
msgid ""
"The check icon to display when the [CheckBox] is unchecked and disabled."
-msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé."
+msgstr "L'icône à afficher lorsque le [CheckBox] est décoché et désactivé."
#: doc/classes/CheckBox.xml
msgid ""
@@ -17977,10 +17924,9 @@ msgstr ""
"code] de la [code]class[/code] ou de ses parents."
#: doc/classes/ClassDB.xml
-#, fuzzy
msgid ""
"Returns an array with all the enums of [code]class[/code] or its ancestry."
-msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non."
+msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
@@ -18252,7 +18198,7 @@ msgid ""
msgstr ""
"CollisionObject est la classe de base pour les objets physiques. Il peut "
"contenir n'importe quel nombre de formes [Shape] de collision. Chaque forme "
-"doit être assignée à un [i]propriétaire de forme[ /i]. Le CollisionObject "
+"doit être assignée à un [i]propriétaire de forme[/i]. Le CollisionObject "
"peut avoir n'importe quel nombre de propriétaires de forme. Les "
"propriétaires de forme ne sont pas des nœuds et ne apparaissent pas dans "
"l'éditeur, mais sont accessibles par le code en utilisant les méthodes "
@@ -18361,20 +18307,18 @@ msgid "Returns the parent object of the given shape owner."
msgstr "Retourne l'objet parent du propriétaire de la forme spécifié."
#: doc/classes/CollisionObject.xml
-#, fuzzy
msgid "Returns the [Shape] with the given id from the given shape owner."
-msgstr "Retourne le [RID] de la énième forme d'une zone."
+msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the number of shapes the given shape owner contains."
msgstr "Retourne le nombre de formes que le propriétaire de forme contient."
#: doc/classes/CollisionObject.xml
-#, fuzzy
msgid ""
"Returns the child index of the [Shape] with the given id from the given "
"shape owner."
-msgstr "Retourne la liste de tous les nœuds du shader avec le type spécifié."
+msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Returns the shape owner's [Transform]."
@@ -18839,11 +18783,12 @@ msgid "2D Kinematic Character Demo"
msgstr "Démo de caractère cinétique 2D"
#: doc/classes/CollisionShape2D.xml
-#, fuzzy
msgid ""
"A disabled collision shape has no effect in the world. This property should "
"be changed with [method Object.set_deferred]."
-msgstr "Une forme de collision désactivée n’a aucun effet dans le monde."
+msgstr ""
+"Une forme de collision désactivée n’a aucun effet dans le monde. Cette "
+"propriété devrait être modifiée avec [method Object.set_deferred]."
#: doc/classes/CollisionShape2D.xml
msgid ""
@@ -19976,9 +19921,8 @@ msgstr ""
"performance)."
#: doc/classes/ColorPicker.xml
-#, fuzzy
msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
-msgstr "Si [code]true[/code], le GraphNode est sélectionné."
+msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
@@ -21003,15 +20947,12 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Creates a local override for a theme constant with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"See also [method get_constant], [method remove_constant_override]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
#: doc/classes/Control.xml
msgid ""
@@ -21393,9 +21334,8 @@ msgstr ""
"Retourne la taille minimale de ce contrôle. Voir [member rect_min_size]."
#: doc/classes/Control.xml
-#, fuzzy
msgid "Returns the width/height occupied in the parent control."
-msgstr "Renvoie la largeur / hauteur occupée dans le contrôle du parent."
+msgstr "Retourne la largeur / hauteur occupée dans le contrôle du parent."
#: doc/classes/Control.xml
msgid "Returns the parent control node."
@@ -21500,7 +21440,7 @@ msgid ""
"See [method get_color] for details."
msgstr ""
"Retourne [code]true[/code] s'il y a un [Theme] correspondant dans "
-"l'arborescence qui a une propriété de constante nommée [/code]name[/code] et "
+"l'arborescence qui a une propriété de constante nommée [code]name[/code] et "
"du type de thème [code]theme_type[/code].\n"
"Voir [method get_color] pour plus de détails."
@@ -21644,37 +21584,31 @@ msgstr ""
"clavier."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Removes a theme override for a [Color] with the given [code]name[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Removes a theme override for a constant with the given [code]name[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid "Removes a theme override for a [Font] with the given [code]name[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid "Removes a theme override for an icon with the given [code]name[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid "Removes a theme override for a shader with the given [code]name[/code]."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Removes a theme override for a [StyleBox] with the given [code]name[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr ""
#: doc/classes/Control.xml
msgid ""
@@ -22627,20 +22561,20 @@ msgstr ""
"Affiche le curseur en croix du système quand l'utilisateur survole ce nœud."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Show the system's wait mouse cursor when the user hovers the node. Often an "
"hourglass."
msgstr ""
-"Affiche le curseur en croix du système quand l'utilisateur survole ce nœud."
+"Affiche le curseur d'attente du système quand l'utilisateur survole ce nœud. "
+"Souvent un sablier."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
"arrow with a small hourglass."
msgstr ""
-"Affiche le curseur en croix du système quand l'utilisateur survole ce nœud."
+"Affiche le curseur d'occupation du système quand l'utilisateur survole ce "
+"nœud. Souvent une flèche avec un petit sablier."
#: doc/classes/Control.xml
msgid ""
@@ -23056,10 +22990,10 @@ msgid ""
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
-"Magnétise l'un des 4 côtés d'ancrage à l'origine de l'ancrage [code]Rect[/"
-"code], en haut à gauche. Utilisez-le avec l'une des variables membres "
-"[code]anchor_[* /code], comme [member anchor_left]. Pour modifier les 4 "
-"ancres à la fois, utilisez [method set_anchors_preset]."
+"Magnétise l'un des 4 côtés d'ancrage à l'origine de l'ancrage "
+"[code]Rect[/code], en haut à gauche. Utilisez-le avec l'une des variables "
+"membres [code]anchor_*[/code], comme [member anchor_left]. Pour modifier les "
+"4 ancres à la fois, utilisez [method set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -23070,18 +23004,19 @@ msgid ""
msgstr ""
"Magnétise l'un des 4 côtés d'ancrage à l'extrémité de l'extrémité "
"[code]Rect[/code], en bas à droite. Utilisez-le avec l'une des variables "
-"membres [code]anchor_[* /code], comme [member anchor_left]. Pour modifier "
-"les 4 ancres à la fois, utilisez [method set_anchors_preset]."
+"membres [code]anchor_*[/code], comme [member anchor_left]. Pour modifier les "
+"4 ancres à la fois, utilisez [method set_anchors_preset]."
#: doc/classes/ConvexPolygonShape.xml
msgid "Convex polygon shape for 3D physics."
msgstr "Forme de polygone convexe pour la physique 3D."
#: doc/classes/ConvexPolygonShape.xml
-#, fuzzy
msgid ""
"Convex polygon shape resource, which can be added to a [PhysicsBody] or area."
-msgstr "Ressource de forme de polygone concave 2D pour la physique."
+msgstr ""
+"Un ressource de forme de polygone convexe, qui peut être ajoutée à un "
+"[PhysicsBody] ou une aire."
#: doc/classes/ConvexPolygonShape.xml
msgid "The list of 3D points forming the convex polygon shape."
@@ -24348,7 +24283,6 @@ msgid ""
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
-#, fuzzy
msgid ""
"If [code]true[/code] a cone is created, the [member radius] will only apply "
"to one side."
@@ -24551,9 +24485,8 @@ msgstr ""
"aucun maillage ne sera généré."
#: modules/csg/doc_classes/CSGPolygon.xml
-#, fuzzy
msgid "If [code]true[/code], applies smooth shading to the extrusions."
-msgstr "Si [code]true[/code], l’audio est stéréo."
+msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -24785,7 +24718,6 @@ msgid "Only intersecting geometry remains, the rest is removed."
msgstr "Il ne reste que la géométrie d'intersection, le reste est supprimé."
#: modules/csg/doc_classes/CSGShape.xml
-#, fuzzy
msgid ""
"The second shape is subtracted from the first, leaving a dent with its shape."
msgstr ""
@@ -24874,13 +24806,12 @@ msgstr ""
"le tore aura un aspect de rendu plat."
#: modules/mono/doc_classes/CSharpScript.xml
-#, fuzzy
msgid ""
"A script implemented in the C# programming language (Mono-enabled builds "
"only)."
msgstr ""
-"Un script implémenté dans le langage de programmation C# (uniquement des "
-"compilations Mono-activé)."
+"Un script implémenté en langage C# (uniquement pour les versions où Mono est "
+"activé)."
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
@@ -24909,9 +24840,8 @@ msgid ""
msgstr ""
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Returns the [CubeMap]'s height."
-msgstr "Retourne la hauteur de texture."
+msgstr "Retourne la hauteur du [CubeMap]."
#: doc/classes/CubeMap.xml
msgid ""
@@ -24922,9 +24852,8 @@ msgstr ""
"constantes [enum Side]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Returns the [CubeMap]'s width."
-msgstr "Renvoie la largeur de texture."
+msgstr "Renvoie la largeur du [CubeMap]."
#: doc/classes/CubeMap.xml
msgid ""
@@ -24951,9 +24880,8 @@ msgstr ""
"défini à [constant STORAGE_COMPRESS_LOSSY]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "The [CubeMap]'s storage mode. See [enum Storage] constants."
-msgstr "Convertit le format de l’image. Voir les constantes [enum Format]."
+msgstr ""
#: doc/classes/CubeMap.xml
msgid "Store the [CubeMap] without any compression."
@@ -25370,13 +25298,13 @@ msgid ""
"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"
+"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 "
+"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
@@ -25796,9 +25724,8 @@ msgstr ""
"courbes et/ou de les enregistrer dans des fichiers d'image."
#: doc/classes/CurveTexture.xml
-#, fuzzy
msgid "The [Curve] that is rendered onto the texture."
-msgstr "La [code]curve[/code] rendue sur la texture."
+msgstr "La [Curve] qui est rendue dans la texture."
#: doc/classes/CurveTexture.xml
msgid ""
@@ -25878,9 +25805,8 @@ msgid "The cylinder's radius."
msgstr "Le rayon du cylindre."
#: doc/classes/DampedSpringJoint2D.xml
-#, fuzzy
msgid "Damped spring constraint for 2D physics."
-msgstr "Contrainte de ressort amortie pour la physique 2D."
+msgstr "Une contrainte de ressort avec amortissement pour la physique 2D."
#: doc/classes/DampedSpringJoint2D.xml
msgid ""
@@ -26491,9 +26417,9 @@ msgid ""
msgstr ""
"Change le dossier actuellement ouvert par celui donné en argument. "
"L'argument peut être relatif au répertoire actuel (par exemple "
-"[code]nouveau_dossier[/code] ou [code]./dossier[ /code,)] ou être un chemin "
+"[code]nouveau_dossier[/code] ou [code]./dossier[/code]), ou être un chemin "
"absolu (par exemple [code]/tmp/dossier[/code] ou [code]res://parent/"
-"dossier[ /code)].\n"
+"dossier[/code]).\n"
"Retourne une des constantes de code [enum Error] (et [code]OK[/code] en cas "
"de succès)."
@@ -27116,9 +27042,8 @@ msgid "Disables font hinting (smoother but less crisp)."
msgstr ""
#: doc/classes/DynamicFontData.xml
-#, fuzzy
msgid "Use the light font hinting mode."
-msgstr "Utilisez le mode d’allusion de police de lumière."
+msgstr "Utilise le mode d'indice de police légère."
#: doc/classes/DynamicFontData.xml
msgid "Use the default font hinting mode (crisper but less smooth)."
@@ -27379,15 +27304,15 @@ msgstr ""
"[method save_to_file]."
#: doc/classes/EditorFeatureProfile.xml
-#, fuzzy
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
"[method load_from_file] method."
msgstr ""
"Enregistre le profil de fonctionnalité de l'éditeur dans un fichier au "
-"format JSON. Il peut ensuite être importé en utilisant le bouton [b]Import[/"
-"b] ou la méthode [method load_from_file]."
+"format JSON. Il peut ensuite être importé en utilisant le bouton "
+"[b]Importer[/b] du gestionnaire de profils ou via la méthode [method "
+"load_from_file]."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -27546,7 +27471,7 @@ msgid ""
"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 "
+"compris [code]res://[/code], [code]user://[/code], et le système de fichiers "
"local."
#: doc/classes/EditorFileDialog.xml
@@ -27686,7 +27611,7 @@ msgstr ""
"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]"
+"get_resource_filesystem]."
#: doc/classes/EditorFileSystem.xml
msgid ""
@@ -27716,7 +27641,6 @@ msgstr ""
"en train d'être scanné."
#: doc/classes/EditorFileSystem.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr "Retourne [code]true[/code] si le système de fichier a été scanné."
@@ -27927,8 +27851,8 @@ msgid ""
msgstr ""
"Les [EditorImportPlugin] fournissent un moyen d'étendre la fonctionnalité "
"d'importation des ressources dans l'éditeur. Utilisez-les pour importer des "
-"ressources depuis des formats de de fichier personnalisés ou pour proposer "
-"une alternative aux importateurs existants de l'éditeur.\n"
+"ressources depuis des formats de fichier personnalisés ou pour proposer une "
+"alternative aux importateurs existants de l'éditeur.\n"
"Les EditorImportPlugins fonctionnent pas associés certaines extensions de "
"fichiers avec un type de ressource. Voir [method get_recognized_extensions] "
"et [method get_resource_type]. Ils peuvent aussi spécifier des préréglages "
@@ -28122,10 +28046,8 @@ msgstr ""
"surcharge de cette méthode."
#: doc/classes/EditorInspector.xml
-#, fuzzy
msgid "A control used to edit properties of an object."
-msgstr ""
-"Contrôle personnalisé pour modifier les propriétés à ajouter à l’inspecteur."
+msgstr "Un contrôle pour modifier les propriétés d'un objet."
#: doc/classes/EditorInspector.xml
msgid ""
@@ -28520,22 +28442,16 @@ msgstr ""
"[code]object[/code]."
#: doc/classes/EditorInterface.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
"code] otherwise. Paused scenes are considered as being played."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères commence par la chaîne "
-"de caractères donnée, ou [code]false[/code] le cas échéant."
#: doc/classes/EditorInterface.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. "
"The plugin name is the same as its directory name."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment "
-"zéro."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -29315,29 +29231,25 @@ msgid "Removes a custom type added by [method add_custom_type]."
msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
#: doc/classes/EditorPlugin.xml
-#, fuzzy
msgid "Removes an export plugin registered by [method add_export_plugin]."
-msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
+msgstr ""
#: doc/classes/EditorPlugin.xml
-#, fuzzy
msgid "Removes an import plugin registered by [method add_import_plugin]."
-msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
+msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes an inspector plugin registered by [method add_import_plugin]"
msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]"
#: doc/classes/EditorPlugin.xml
-#, fuzzy
msgid ""
"Removes a scene importer registered by [method add_scene_import_plugin]."
-msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
+msgstr ""
#: doc/classes/EditorPlugin.xml
-#, fuzzy
msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
-msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
+msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
@@ -29528,7 +29440,7 @@ msgid ""
"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]"
+"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."
@@ -29588,9 +29500,9 @@ 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 "
+"Émettez-le si vous voulez plusieurs propriétés modifiées en même temps. Ne "
"pas utiliser s'il a été ajouté avec [method EditorInspectorPlugin."
-"parse_property]"
+"parse_property]."
#: doc/classes/EditorProperty.xml
msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
@@ -29739,9 +29651,8 @@ msgstr ""
"set_toggle_pressed] pour définir manuellement cet état."
#: doc/classes/EditorResourcePicker.xml
-#, fuzzy
msgid "Emitted when the value of the edited resource was changed."
-msgstr "Émis à chaque fois que la ressource change."
+msgstr "Émis quand le valeur d'une ressource modifiée a été changée."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -29767,7 +29678,7 @@ msgstr ""
"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]"
+"get_resource_previewer]."
#: doc/classes/EditorResourcePreview.xml
msgid "Create an own, custom preview generator."
@@ -30174,7 +30085,7 @@ 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]"
+"get_selection]."
#: doc/classes/EditorSelection.xml
msgid ""
@@ -30572,12 +30483,11 @@ msgid ""
msgstr ""
"Retourne le [EditorSpatialGizmoPlugin] qui possède ce manipulateur. Il est "
"utile de récupérer les matériaux en utilisant [method "
-"EditorSpatialGizmoPlugin.get_material]"
+"EditorSpatialGizmoPlugin.get_material]."
#: doc/classes/EditorSpatialGizmo.xml
-#, fuzzy
msgid "Returns the Spatial node associated with this gizmo."
-msgstr "Retourne le chemin d’accès au nœud associé à l’os spécifié."
+msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -30778,9 +30688,8 @@ msgid ""
msgstr ""
#: doc/classes/EditorSpinSlider.xml
-#, fuzzy
msgid "If [code]true[/code], the slider is hidden."
-msgstr "Si [code]true[/code], la flèche de réduction est masquée."
+msgstr "Si [code]true[/code], le glisseur est masqué."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -30809,10 +30718,8 @@ msgstr ""
"hériter de [EditorVCSInterface] et surcharger ces fonctions virtuelles."
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Checks out a [code]branch_name[/code] in the VCS."
msgstr ""
-"Supprime un [code]name[/code] de chargement automatique à partir de la liste."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -30821,9 +30728,8 @@ msgid ""
msgstr ""
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Creates a new branch named [code]branch_name[/code] in the VCS."
-msgstr "Crée une instance de [code]class[/code]."
+msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -30854,9 +30760,8 @@ msgid ""
msgstr ""
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Gets the current branch name defined in the VCS."
-msgstr "Définit le trame présentement visible de l'animation."
+msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -30920,9 +30825,8 @@ msgid ""
msgstr ""
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Remove a branch from the local VCS."
-msgstr "Supprime un nœud de la sélection."
+msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Remove a remote from the local VCS."
@@ -30944,9 +30848,8 @@ msgid ""
msgstr ""
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Stages the file present at [code]file_path[/code] to the staged area."
-msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
+msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -31056,9 +30959,8 @@ msgid "A commit is encountered from the commit area."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "A file is encountered from the staged area."
-msgstr "Statut : Déconnecté du serveur."
+msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "A file is encountered from the unstaged area."
@@ -31578,14 +31480,12 @@ msgid "The [Sky] resource's rotation expressed as a [Basis]."
msgstr "La rotation du [Sky] exprimée par un [Basis]."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "The [Sky] resource's rotation expressed as Euler angles in radians."
-msgstr "La rotation de la texture en radians."
+msgstr ""
#: doc/classes/Environment.xml
-#, fuzzy
msgid "The [Sky] resource's rotation expressed as Euler angles in degrees."
-msgstr "La rotation de la texture en degrés."
+msgstr ""
#: doc/classes/Environment.xml
msgid "The amount of far blur for the depth-of-field effect."
@@ -31599,9 +31499,8 @@ msgstr ""
"rendu."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "If [code]true[/code], enables the depth-of-field far blur effect."
-msgstr "Si [code]true[/code], active le drapeau spécifié."
+msgstr "Si [code]true[/code], active l'effet de flou de profondeur lointain."
#: doc/classes/Environment.xml
msgid ""
@@ -31921,11 +31820,10 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-#, fuzzy
msgid ""
"The secondary screen-space ambient occlusion intensity. See also [member "
"ssao_radius2]."
-msgstr "Le rayon d'occlusion ambiante de l'espace de l'écran primaire."
+msgstr ""
#: doc/classes/Environment.xml
msgid ""
@@ -33063,7 +32961,7 @@ msgstr ""
#: doc/classes/FlowContainer.xml
#, fuzzy
msgid "Base class for flow containers."
-msgstr "Classe de base pour les conteneurs de boîtes."
+msgstr "La classe de base pour les conteneurs de flux."
#: doc/classes/FlowContainer.xml
msgid ""
@@ -33074,7 +32972,6 @@ msgid ""
msgstr ""
#: doc/classes/FlowContainer.xml
-#, fuzzy
msgid "Returns the current line count."
msgstr "Retourne le numéro de la ligne actuelle."
@@ -33144,30 +33041,24 @@ msgid ""
msgstr ""
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns resource id of the cache texture containing the char."
-msgstr "Retourne l'identifiant OpenGL de l'image de cette texture."
+msgstr ""
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns size of the cache texture containing the char."
-msgstr "Retourne la position du contact sur le collisionneur."
+msgstr ""
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns char offset from the baseline."
-msgstr "Retourne le décalage de la texture de la tuile."
+msgstr ""
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns size of the char."
-msgstr "Renvoie le sinus du paramètre."
+msgstr "Retourne la taille du caractère."
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns rectangle in the cache texture containing the char."
msgstr ""
-"Retourne un rectangle englobant les tuiles utilisées (non vides) de la carte."
#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
@@ -33203,9 +33094,8 @@ msgid ""
msgstr ""
#: doc/classes/Font.xml
-#, fuzzy
msgid "Contour point is on the curve."
-msgstr "Supprime tous les points de la courbe."
+msgstr ""
#: doc/classes/Font.xml
msgid ""
@@ -34039,18 +33929,17 @@ msgstr ""
"fin."
#: doc/classes/Geometry.xml
-#, fuzzy
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
-"À partir d'un tableau de [Vector2] représentant des tuiles, construit un "
+"À partir d'un tableau de [Vector2] représentant des tuiles, ça construit un "
"atlas. Le dictionnaire retourné a deux clés : [code]points[/code] est un "
"tableau de [Vector2] qui précise les positions de chaque tuile, et "
-"[code]size[/code] contient la taille globale de l'atlas entier sous forme de "
-"[Vector2]."
+"[code]size[/code] contient la taille globale de l'atlas en entier sous forme "
+"d'un [Vector2]."
#: doc/classes/Geometry.xml
msgid ""
@@ -34095,19 +33984,20 @@ msgid ""
msgstr ""
"Gonfle ou dégonfle [code]polygon[/code] par la quantité [code]delta[/code] "
"unités (pixels) dans toutes les directions. Si [code]delta[/code] est "
-"positif, le polygone décale chaque sommet vers l'extérieur. Si [code]delta[/"
-"code] est négatif, décale chaque sommet vers l'intérieur. Retourne une liste "
-"des polygones parce que gonflage/dégonflage peut produire plusieurs "
-"polygones distinctes. Retourne un tableau vide si [code]delta[/code] est "
-"négatif et la valeur absolue de celui-ci dépasse approximativement les "
-"dimensions du rectangle minimal englobant du polygone.\n"
+"positif, le polygone décale chaque sommet vers l'extérieur. Si "
+"[code]delta[/code] est négatif, décale chaque sommet vers l'intérieur. "
+"Retourne une liste des polygones parce que gonflage/dégonflage peut produire "
+"plusieurs polygones distinctes. Retourne un tableau vide si "
+"[code]delta[/code] est négatif et la valeur absolue de celui-ci dépasse "
+"approximativement les dimensions du rectangle minimal englobant du polygone."
+"\n"
"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], "
"voir [enum PolyJoinType].\n"
"L'opération peut fournir un polygone extérieur (la limite extérieure) et "
"plusieurs polygones à intérieur (représentant les trous) qui pourraient être "
-"distingués en appelant [méthode is_polygon_clockwise].\n"
-"[b]Note :[/b] Pour transformer les sommets en polygone, utilisez la méthode "
-"[méthode Transform2D.xform]:\n"
+"distingués en appelant [method is_polygon_clockwise].\n"
+"[b]Note :[/b] Pour transformer les sommets en polygone, utilisez la méthode ["
+"method Transform2D.xform]:\n"
"[codeblock]\n"
"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
"100), Vector2(0, 100)])\n"
@@ -34132,15 +34022,16 @@ msgid ""
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
-"par la quantité [code]delta[/code] unités (pixels) dans toutes les "
-"directions. Si [code]delta[/code] est positif, le polygone décale chaque "
-"sommet vers l'extérieur. Retourne une liste des polygones parce que gonflage/"
-"dégonflage peut produire plusieurs polygones distinctes. Si [code]delta[/"
-"code] est négatif, retourne un tableau vide.\n"
+"Gonfle ou dégonfle [code]polyline[/code] par la quantité [code]delta[/code] "
+"d'unités (pixels) dans toutes les directions. Si [code]delta[/code] est "
+"positif, le polygone décale chaque sommet vers l'extérieur. Retourne une "
+"liste des polygones parce que gonflage/dégonflage peut produire plusieurs "
+"polygones distinctes. Si [code]delta[/code] est négatif, retourne un tableau "
+"vide.\n"
"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], "
"voir [enum PolyJoinType].\n"
-"Chaque point d'extrémité du polygone sera arrondi suivant [code]end_type[/"
-"code], voir [enum PolyEndType].\n"
+"Chaque point d'extrémité du polygone sera arrondi suivant "
+"[code]end_type[/code], voir [enum PolyEndType].\n"
"L'opération peut fournir un polygone extérieur (la limite extérieur) et "
"plusieurs polygones à intérieur (représentant les trous) qui pourraient être "
"distingués en appelant [method is_polygon_clockwise]."
@@ -34383,39 +34274,35 @@ msgid ""
msgstr ""
#: doc/classes/GeometryInstance.xml
-#, fuzzy
msgid ""
"The GeometryInstance's max LOD distance.\n"
"[b]Note:[/b] This property currently has no effect."
msgstr ""
-"La distance min LOD de GeometryInstance3D.\n"
+"La distance maximale pour ce LOD de la GeometryInstance.\n"
"[b]Remarque :[/b] Cette propriété n’a actuellement aucun effet."
#: doc/classes/GeometryInstance.xml
-#, fuzzy
msgid ""
"The GeometryInstance's max LOD margin.\n"
"[b]Note:[/b] This property currently has no effect."
msgstr ""
-"La distance min LOD de GeometryInstance3D.\n"
+"La marge maximale pour ce LOD de la GeometryInstance.\n"
"[b]Remarque :[/b] Cette propriété n’a actuellement aucun effet."
#: doc/classes/GeometryInstance.xml
-#, fuzzy
msgid ""
"The GeometryInstance's min LOD distance.\n"
"[b]Note:[/b] This property currently has no effect."
msgstr ""
-"La distance min LOD de GeometryInstance3D.\n"
+"La distance minimale pour ce LOD de la GeometryInstance.\n"
"[b]Remarque :[/b] Cette propriété n’a actuellement aucun effet."
#: doc/classes/GeometryInstance.xml
-#, fuzzy
msgid ""
"The GeometryInstance's min LOD margin.\n"
"[b]Note:[/b] This property currently has no effect."
msgstr ""
-"La distance min LOD de GeometryInstance3D.\n"
+"La marge minimale pour ce LOD de la GeometryInstance.\n"
"[b]Remarque :[/b] Cette propriété n’a actuellement aucun effet."
#: doc/classes/GeometryInstance.xml
@@ -34952,13 +34839,10 @@ msgstr ""
"[code]false[/code] sinon."
#: modules/mono/doc_classes/GodotSharp.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/"
"code] otherwise."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment "
-"zéro."
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
@@ -35640,14 +35524,12 @@ msgid "Returns the type of the output connection [code]idx[/code]."
msgstr "Retourne le type de connexion pour la sortie [code]idx[/code]."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid "Returns the left (input) [Color] of the slot [code]idx[/code]."
-msgstr "Retourne le type du nœud à [code]idx[/code]."
+msgstr ""
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
-msgstr "Retourne le type du nœud à [code]idx[/code]."
+msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the left (input) type of the slot [code]idx[/code]."
@@ -35690,17 +35572,17 @@ msgid ""
"methods. You must enable at least one side of the slot to do so."
msgstr ""
"Définit les propriétés de l'emplacement avec identifiant [code]idx[/code].\n"
-"Si [code]enable_left[code]/[code]right[/code], un port apparaîtra et "
+"Si [code]enable_left[/code]/[code]right[/code], un port apparaîtra et "
"l'emplacement pourra être connectée de ce côté.\n"
-"[code]type_left[code]/[code]right[/code] est un type arbitraire du port. "
+"[code]type_left[/code]/[code]right[/code] est un type arbitraire du port. "
"Seuls les ports avec le même type peuvent être connectés.\n"
-"[code]color_left[code]/[code]right[/code] est la teinte de l'icône du port "
+"[code]color_left[/code]/[code]right[/code] est la teinte de l'icône du port "
"de ce côté.\n"
-"[code]custom_left[code]/[code]right[/code] est une texture personnalisée "
+"[code]custom_left[/code]/[code]right[/code] est une texture personnalisée "
"pour le port de ce côté.\n"
"[b]Note :[/b] Cette méthode ne définit que les propriétés de l'emplacement. "
-"Pour créer l'emplacement, ajoutez un enfant dérivé de [Control] au "
-"GraphNode.\n"
+"Pour créer l'emplacement, ajoutez un enfant dérivé de [Control] au GraphNode."
+"\n"
"Les propriétés individuelles peuvent être définies en utilisant l'une des "
"méthodes [code]set_slot_*[/code]. Vous devez activer au moins un côté de "
"l'emplacement pour le faire."
@@ -36069,13 +35951,10 @@ msgstr ""
"dans la grille."
#: modules/gridmap/doc_classes/GridMap.xml
-#, fuzzy
msgid ""
"Returns an array of all cells with the given item index specified in "
"[code]item[/code]."
msgstr ""
-"Renvoie la texture de l’atlas de police de caractères à l’index [code]idx[/"
-"code]."
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
@@ -36112,13 +35991,10 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
-#, fuzzy
msgid ""
"If [code]true[/code], this GridMap uses cell navmesh resources to create "
"navigation regions."
msgstr ""
-"Si [code]true[/code], met à jour les animations en réponse aux notifications "
-"liées au processus."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
@@ -36330,9 +36206,8 @@ msgid "The horizontal space between the [HBoxContainer]'s elements."
msgstr "L'espace horizontal entre les éléments du [HBoxContainer]."
#: doc/classes/HeightMapShape.xml
-#, fuzzy
msgid "Height map shape for 3D physics."
-msgstr "Forme de polygone convexe pour la physique 3D."
+msgstr "La forme de carte de hauteurs pour la physique 3D."
#: doc/classes/HeightMapShape.xml
msgid ""
@@ -36605,14 +36480,13 @@ msgid "Displayed when the decrement button is being pressed."
msgstr "Affiché quand le bouton de reduction est appuyé."
#: doc/classes/HScrollBar.xml
-#, fuzzy
msgid ""
"Icon used as a button to scroll the [ScrollBar] right. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
-"Icône utilisée comme bouton pour faire défiler la [ScrollBar] correctement. "
-"Supporte l'étape personnalisée en utilisant la propriété [member ScrollBar."
-"custom_step]."
+"L'icône utilisée comme bouton pour faire défiler la [ScrollBar] vers la "
+"droite. Supporte une étape personnalisée en utilisant la propriété [member "
+"ScrollBar.custom_step]."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the increment button."
@@ -36631,7 +36505,7 @@ msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
#, fuzzy
msgid "Used when the mouse hovers over the grabber."
-msgstr "Utilisé lorsque la souris survole le grappin."
+msgstr "Utilisé lorsque la souris survole le glisseur."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used when the grabber is being dragged."
@@ -37722,7 +37596,6 @@ msgid "A node with the ability to send HTTP(S) requests."
msgstr "Un nœud qui permet d'envoyer des requêtes HTTP(S)."
#: doc/classes/HTTPRequest.xml
-#, fuzzy
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] "
"internally.\n"
@@ -37802,28 +37675,28 @@ msgstr ""
"des fichiers ou du contenu web via HTTP.\n"
"[b]Avertissement :[/b] Voir les notes et avertissements du [HTTPClient] pour "
"les limites, notamment concernant la sécurité SSL.\n"
-"[b]Exemple pour contacter une API REST et afficher les champs retournés :[/"
-"b]\n"
+"[b]Exemple pour contacter une API REST et afficher les champs retournés :[/b]"
+"\n"
"[codeblock]\n"
"func _ready():\n"
-" # Créer un nœud de requête HTTP et le connecter au signal de "
-"complétion.\n"
+" # Créer un nœud de requête HTTP et le connecter au signal de complétion."
+"\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.connect(\"request_completed\", self, "
"\"_http_request_completed\")\n"
"\n"
-" # Lancer une requête GET. L'URL en-dessous retourne un JSON au moment de "
+" # Lancer une requête GET. L'URL en dessous retourne un JSON au moment de "
"l'écriture de ce tutoriel.\n"
" var error = http_request.request(\"https://httpbin.org/get\")\n"
" if error != OK:\n"
" push_error(\"Une erreur est survenue dans la requête HTTP.\")\n"
"\n"
-" # Lancer une requête POST. L'URL en-dessous retourne un JSON au moment "
+" # Lancer une requête POST. L'URL en dessous retourne un JSON au moment "
"de l'écriture de ce tutoriel.\n"
" # Note : Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
-" # Le code en-dessous est uniquement donné comme exemple.\n"
+" # Le code en dessous est uniquement donné comme exemple.\n"
" var body = {\"nom\": \"Godette\"}\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
@@ -37843,14 +37716,14 @@ msgstr ""
"HTTPRequest:[/b]\n"
"[codeblock]\n"
"func _ready():\n"
-" # Créer un nœud de requête HTTP et le connecter au signal de "
-"complétion.\n"
+" # Créer un nœud de requête HTTP et le connecter au signal de complétion."
+"\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.connect(\"request_completed\", self, "
"\"_http_request_completed\")\n"
"\n"
-" # Lancer une requête HTTP. L'URL en-dessous retourne une image PNG au "
+" # Lancer une requête HTTP. L'URL en dessous retourne une image PNG au "
"moment de l'écriture de ce tutoriel.\n"
" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
" if error != OK:\n"
@@ -37957,11 +37830,12 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-#, fuzzy
msgid ""
"Maximum number of allowed redirects. This is used to prevent endless "
"redirect loops."
-msgstr "Nombre maximal de redirections autorisées."
+msgstr ""
+"Le nombre maximal de redirections autorisées. C'est utilisé pour éviter les "
+"redirections infinies."
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -38175,9 +38049,8 @@ msgid "Fills [code]rect[/code] with [code]color[/code]."
msgstr "Remplis le [code]rect[/code] avec la [code]color[/code]."
#: doc/classes/Image.xml
-#, fuzzy
msgid "Blends low-alpha pixels with nearby pixels."
-msgstr "Mélange les pixels à faible alpha avec les pixels à proximité."
+msgstr "Mélange les pixels à faible opacité avec ceux proches."
#: doc/classes/Image.xml
msgid "Flips the image horizontally."
@@ -38959,9 +38832,8 @@ msgid ""
msgstr ""
#: doc/classes/ImageTexture.xml
-#, fuzzy
msgid "Returns the format of the texture, one of [enum Image.Format]."
-msgstr "Renvoie l'inverse de la racine carrée du paramètre."
+msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
@@ -39206,11 +39078,10 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoystickList])."
-msgstr "Retourne l'état actuel de ce canal, voir [enum ChannelState]."
+msgstr ""
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
@@ -39510,10 +39381,9 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-#, fuzzy
msgid "Controls the mouse mode. See [enum MouseMode] for more information."
msgstr ""
-"Définit le mode de la souris. Voir les constantes pour plus d'informations."
+"Définit le mode de la souris. Voir [enum MouseMode] pour plus d'informations."
#: doc/classes/Input.xml
msgid ""
@@ -39830,9 +39700,8 @@ msgid ""
msgstr ""
#: doc/classes/InputEventAction.xml
-#, fuzzy
msgid "InputEvent: Actions"
-msgstr "Type d’évènement d’entrée pour les actions."
+msgstr "Évènements d’entrée : les actions"
#: doc/classes/InputEventAction.xml
msgid "The action's name. Actions are accessed via this [String]."
@@ -40011,9 +39880,8 @@ msgid "Wikipedia General MIDI Instrument List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
-#, fuzzy
msgid "Wikipedia Piano Key Frequencies List"
-msgstr "https://en.wikipedia.org/wiki/Piano_key_frequencies#List"
+msgstr "La liste des fréquences des touches de piano sur Wikipédia"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -40187,12 +40055,12 @@ 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"
+"Retourne [code]true[/code] lors de l'utilisation de la gomme (l'autre "
+"extrémité) d'un stylet.\n"
"[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows."
#: doc/classes/InputEventMouseMotion.xml
@@ -40554,11 +40422,11 @@ msgstr ""
"automatiquement."
#: doc/classes/InterpolatedCamera.xml
-#, fuzzy
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
-"La méthode de mise à jour de la camera. Voir [enum Camera2DProcessMode]."
+"La méthode de mise à jour de la camera. Voir [enum "
+"InterpolatedCameraProcessMode]."
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -41824,14 +41692,14 @@ msgid ""
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
-#, fuzzy
msgid ""
"Returns the number of times the body collided and changed direction during "
"the last call to [method move_and_slide] or [method "
"move_and_slide_with_snap]."
msgstr ""
-"Renvoie le nombre de fois où le corps est entré en collision et a changé de "
-"direction au cours du dernier appel vers [method move_and_slide]."
+"Retourne le nombre de fois où le corps est entré en collision et a changé de "
+"direction au cours du dernier appel vers [method move_and_slide] ou [method "
+"move_and_slide_with_snap]."
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -42433,9 +42301,8 @@ msgid "Background [StyleBox] for the [Label]."
msgstr "Le [StyleBox] d'arrière-plan pour le [Label]."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "Displays plain text in a 3D world."
-msgstr "Nœud de sprite en 2D dans un monde en 3D."
+msgstr "Affiche du texte dans un monde en 3D."
#: doc/classes/Label3D.xml
msgid ""
@@ -42450,62 +42317,50 @@ msgid ""
msgstr ""
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
"DrawFlags] for a list of flags."
msgstr ""
-"Si [code]true[/code], active l'option donné. Voir [enum Flags] pour ces "
-"options."
+"Si [code]true[/code], active le drapeau spécifié. Voir [enum Label3D."
+"DrawFlags] pour la liste des drapeaux."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
"possible values."
msgstr ""
-"Le mode d'orientation de la TileMap. Voir [enum Mode] pour les valeurs "
-"possibles."
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
msgid "Threshold at which the alpha scissor will discard values."
msgstr "Le seuil à partir duquel le ciseau alpha ignorera les valeurs."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "If [code]true[/code], wraps the text to the [member width]."
-msgstr "Si [code]true[/code], cache la ligne à l'index spécifié."
+msgstr ""
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"The billboard mode to use for the label. See [enum SpatialMaterial."
"BillboardMode] for possible values."
msgstr ""
-"La direction de remplissage. Voir [enum FillMode] pour les valeurs possibles."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], text can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
-"Si [code]true[/code], la ligne sera verticale. Si [code]false[/code], elle "
-"sera horizontale."
#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the label is rendered at the same size regardless of "
"distance."
msgstr ""
-"Si [code]true[/code], l'objet est affiché à la même taille indépendamment de "
-"sa distance à la caméra."
+"Si [code]true[/code], le label est affiché à la même taille indépendamment "
+"de sa distance à la caméra."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "[Font] used for the [Label3D]'s text."
-msgstr "[Font] utilisée pour le texte du [Label]."
+msgstr "La [Font] utilisée pour le texte du [Label3D]."
#: doc/classes/Label3D.xml
msgid ""
@@ -42516,14 +42371,13 @@ msgstr ""
"droite. Réglez-le à l'une des constantes de [enum Align]."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "Vertical space between lines in multiline [Label3D]."
-msgstr "L'espace vertical entre les lignes en multiligne [Label]."
+msgstr ""
+"L'espacement vertical entre les lignes en mode multi-ligne d'un [Label3D]."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "Text [Color] of the [Label3D]."
-msgstr "La [Color] par défaut du texte du [Label]."
+msgstr "La [Color] du texte du [Label3D]."
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml
@@ -42535,17 +42389,14 @@ msgstr ""
"sera dessiné suivant son ordre de rendu et non suivant sa distance."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "The text drawing offset (in pixels)."
-msgstr "Le décalage du dessin de la texture."
+msgstr ""
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "The tint of [Font]'s outline."
-msgstr "La hauteur du cylindre."
+msgstr "Le teinte du contour de la [Font]."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
@@ -42556,23 +42407,21 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
-"Définit la priorité de rendu pour la bordure du texte. Des objets plus "
-"prioritaires seront affichés par-dessus des objets moins inférieurs.\n"
-"[b]Note: [/b] Cela ne s'applique que si [member alpha_cut] est défini à "
-"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"Définit la priorité de rendu pour la bordure du texte. Les objets les plus "
+"prioritaires seront affichés par-dessus des objets les moins prioritaires.\n"
+"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à ["
+"constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
"n'affectera pas la façon dont les objets transparents sont triés par rapport "
"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
-"alors que les objets transparents sont triés de l'arrière à l'avant (et "
+"alors que les objets transparents sont triés de l'arrière vers l'avant (et "
"suivant leur priorité)."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "The size of one pixel's width on the label to scale it in 3D."
-msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D."
+msgstr "La taille d'un des pixels du label pour définir sa taille en 3D."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the text. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
@@ -42583,22 +42432,21 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
-"Définit la priorité de rendu pour le texte. Des objets plus prioritaires "
-"seront affichés par-dessus des objets moins inférieurs.\n"
-"[b]Note: [/b] Cela ne s'applique que si [member alpha_cut] est défini à "
-"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"Définit la priorité de rendu pour le texte. Les objets les plus prioritaires "
+"seront affichés par-dessus des objets les moins prioritaires.\n"
+"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à ["
+"constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
"n'affectera pas la façon dont les objets transparents sont triés par rapport "
"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
-"alors que les objets transparents sont triés de l'arrière à l'avant (et "
+"alors que les objets transparents sont triés de l'arrière vers l'avant (et "
"suivant leur priorité)."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"label."
-msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible."
+msgstr ""
#: doc/classes/Label3D.xml
msgid ""
@@ -42615,18 +42463,16 @@ msgstr ""
"l'alignement de remplissage."
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "If set, lights in the environment affect the label."
-msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible."
+msgstr ""
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If set, text can be seen from the back as well. If not, the text is "
"invisible when looking at it from behind."
msgstr ""
-"Si défini, le texte sera aussi visible de derrière. Sinon, le texture n'est "
-"invisible que de face."
+"Si défini, le texte sera aussi visible de derrière. Sinon, la texture ne "
+"sera visible que de face."
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml
@@ -42738,9 +42584,8 @@ msgid "Returns the offset of the piece with the index [code]idx[/code]."
msgstr "Retourne le décalage de la pièce à l'index [code]idx[/code]."
#: doc/classes/LargeTexture.xml
-#, fuzzy
msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
@@ -42751,12 +42596,10 @@ msgstr ""
"code]."
#: doc/classes/LargeTexture.xml
-#, fuzzy
msgid ""
"Sets the [Texture] of the piece with index [code]idx[/code] to "
"[code]texture[/code]."
msgstr ""
-"Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]."
#: doc/classes/LargeTexture.xml
msgid "Sets the size of this [LargeTexture]."
@@ -42908,7 +42751,7 @@ msgstr ""
"utile lorsque vous avez un maillage plat qui a une lumière derrière elle. Si "
"vous avez besoin de lancer une ombre sur les deux côtés du maillage, "
"définissez le maillage pour utiliser les deux faces avec [constant "
-"GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]"
+"GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_energy]."
@@ -43109,7 +42952,6 @@ msgstr ""
"les Light2D."
#: doc/classes/Light2D.xml
-#, fuzzy
msgid "Shadow buffer size."
msgstr "Taille du tampon d'ombre."
@@ -43275,7 +43117,7 @@ msgstr ""
"polygone à la fois. Pour augmenter cette limite, ouvrez les paramètres du "
"projet et augmentez [member ProjectSettings.rendering/limits/buffers/"
"canvas_polygon_buffer_size_kb] et [member ProjectSettings.rendering/limits/"
-"buffers/canvas_polygon_index_buffer_size_kb]"
+"buffers/canvas_polygon_index_buffer_size_kb]."
#: doc/classes/Line2D.xml
msgid ""
@@ -43335,6 +43177,19 @@ msgid ""
"perform antialiasing. 2D batching is also still supported with those "
"antialiased lines."
msgstr ""
+"Si [code]true[/code], la bordure de la ligne essayera d'activer "
+"anticrénelage en dessinant de fines lignes en OpenGL sur les bords de la "
+"ligne.\n"
+"[b]Note :[/b] Line2D n'est pas accéléré par lots si [code]antialiased[/code] "
+"est [code]true[/code].\n"
+"[b]Note :[/b] En raison de son fonctionnement, l'anticrénelage calculé en "
+"interne n'est pas correct pour les lignes semi-transparents voire peut ne "
+"pas fonctionner sur certaines plateformes. Vous pouvez corriger ce problème "
+"en installant le greffon [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] puis créez un nœud "
+"\"AntialiasedPolygon2D\". Ce nœud utilise des texture avec des mipmaps "
+"personnalisés pour afficher l'anticrénelage. L'accélération par lot est "
+"toujours supporté même avec les lignes avec anticrénelage."
#: doc/classes/Line2D.xml
msgid ""
@@ -43361,6 +43216,8 @@ msgid ""
"The gradient is drawn through the whole line from start to finish. The "
"default color will not be used if a gradient is set."
msgstr ""
+"Le dégradé est dessiné par toute la ligne du début à la fin. La couleur par "
+"défaut ne sera pas utilisée si un dégradé est défini."
#: doc/classes/Line2D.xml
msgid "The style for the points between the start and the end."
@@ -43371,6 +43228,9 @@ msgid ""
"The points that form the lines. The line is drawn between every point set in "
"this array. Points are interpreted as local vectors."
msgstr ""
+"Les points qui forment les lignes. La ligne est tracée entre chaque point "
+"défini dans ce tableau. Les points sont interprétés comme des vecteurs "
+"locaux."
#: doc/classes/Line2D.xml
msgid ""
@@ -43381,24 +43241,37 @@ msgid ""
"width]. For thin lines, this value should be reduced to a number between "
"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
+"Le lissage des coins et des bouts. Les valeurs plus élevées affichent des "
+"coins plus lisses, mais demandent plus de ressources pour le rendu. Ceci "
+"n'est utilisé que si un coin ou un bout est défini comme arrondi.\n"
+"[b]Note :[/b] La valeur par défaut est réglée pour les lignes avec la "
+"largeur [member width] par défaut. Pour les lignes fines, cette valeur "
+"devrait être réduite à entre [code]2[/code] et [code]4[/code] pour améliorer "
+"les performances."
#: doc/classes/Line2D.xml
msgid ""
"The direction difference in radians between vector points. This value is "
"only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]."
msgstr ""
+"La différence de direction entre les points vectoriels. Cette valeur n'est "
+"utilisée que si [member joint_mode] est [constant LINE_JOINT_SHARP]."
#: doc/classes/Line2D.xml
msgid ""
"The texture used for the line's texture. Uses [code]texture_mode[/code] for "
"drawing style."
msgstr ""
+"La texture utilisée pour la texture de la ligne. Utilise "
+"[code]texture_mode[/code] pour le style de dessin."
#: doc/classes/Line2D.xml
msgid ""
"The style to render the [code]texture[/code] on the line. Use [enum "
"LineTextureMode] constants."
msgstr ""
+"Le style de rendu de la [code]texture[/code] sur la ligne. Utilisez une des "
+"constantes [enum LineTextureMode]."
#: doc/classes/Line2D.xml
msgid "The line's width."
@@ -43409,12 +43282,16 @@ msgid ""
"The line's width varies with the curve. The original width is simply "
"multiply by the value of the Curve."
msgstr ""
+"La largeur de la ligne dépend selon la courbe. La largeur originale est "
+"simplement multipliée par la valeur de la Curve."
#: doc/classes/Line2D.xml
msgid ""
"The line's joints will be pointy. If [code]sharp_limit[/code] is greater "
"than the rotation of a joint, it becomes a bevel joint instead."
msgstr ""
+"Les coins de la ligne sont pointus. Si [code]sharp_limit[/code] est plus "
+"grand que l'angle d'un coin, ça devient un biseau."
#: doc/classes/Line2D.xml
msgid "The line's joints will be bevelled/chamfered."
@@ -43422,7 +43299,7 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid "The line's joints will be rounded."
-msgstr ""
+msgstr "Les coins de la ligne seront arrondis."
#: doc/classes/Line2D.xml
msgid "Don't draw a line cap."
@@ -43440,6 +43317,7 @@ msgstr "Dessine le bout de la ligne avec un arrondi."
msgid ""
"Takes the left pixels of the texture and renders it over the whole line."
msgstr ""
+"Utilise les pixels de gauche de la texture pour le rendu de toute la ligne."
#: doc/classes/Line2D.xml
msgid ""
@@ -43452,10 +43330,12 @@ msgid ""
"Stretches the texture across the line. Import the texture with [b]Repeat[/b] "
"disabled for best results."
msgstr ""
+"Étire la texture à travers la ligne. Importez la texture avec la "
+"[b]répétition[/b] désactivée pour de meilleurs résultats."
#: doc/classes/LineEdit.xml
msgid "Control that provides single-line string editing."
-msgstr ""
+msgstr "Le Control qui fournit l'édition d'un texte d'une seule ligne."
#: doc/classes/LineEdit.xml
msgid ""
@@ -43543,6 +43423,9 @@ msgid ""
"[code]from_column[/code] to [code]to_column[/code]. Both parameters should "
"be within the text's length."
msgstr ""
+"Supprime une section du [member text] allant de la position "
+"[code]from_column[/code] à [code]to_column[/code]. Les deux paramètres "
+"doivent être de la longueur du texte."
#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
@@ -43556,12 +43439,19 @@ 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 [PopupMenu] de ce [LineEdit]. Par défaut, ce menu s'affiche "
+"lorsque le clic-droit sur le [LineEdit].\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, le retirer et le "
+"supprimer peut causer un plantage. Si vous voulez le cacher, lui ou un de "
+"ses enfants, utilisez la propriété [member CanvasItem.visible]."
#: doc/classes/LineEdit.xml
msgid ""
"Returns the scroll offset due to [member caret_position], as a number of "
"characters."
msgstr ""
+"Retourne le décalage du défilement suivant [member caret_position], en tant "
+"que nombre de caractères."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
@@ -43572,9 +43462,8 @@ msgid "Returns the selection end column."
msgstr "Retourne la colonne de fin de sélection."
#: doc/classes/LineEdit.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the user has selected text."
-msgstr "Retourne [code]true[/code] si le minuteur est arrêté."
+msgstr "Retourne [code]true[/code] si l'utilisateur a sélectionné du texte."
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
@@ -43642,13 +43531,12 @@ msgstr "Si [code]true[/code], le menu contextuel apparaitra au clic-droit."
#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the selected text will be deselected when focus is "
"lost."
msgstr ""
-"Si [code]true[/code], la cellule actuellement sélectionnée peut être "
-"sélectionnée à nouveau."
+"Si [code]true[/code], le texte actuellement sélectionné sera désélectionné "
+"quand le focus sera perdu."
#: doc/classes/LineEdit.xml
msgid ""
@@ -44366,35 +44254,58 @@ msgid ""
"add_constant_override(\"margin_right\", margin_value)\n"
"[/codeblock]"
msgstr ""
+"Ajoute une marge supérieure, gauche, inférieure et droite à tous les nœuds "
+"[Control] qui sont des enfants directs du conteneur. Pour contrôler la marge "
+"du [MarginContainer], utilisez les propriétés [code]margin_*[/code] du "
+"thèmes listées ci-dessous.\n"
+"[b]Note :[/b] Soyez prudent, les valeurs des marges de [Control] sont "
+"différentes des valeurs de marge constante. Si vous souhaitez modifier les "
+"valeurs de marge personnalisées du [MarginContainer] par code, vous devez "
+"utiliser les exemples suivants :\n"
+"[codeblock]\n"
+"# Cet exemple suppose que ce script hérite de MarginContainer.\n"
+"var margin_value = 100\n"
+"add_constant_override(\"margin_top\", margin_value)\n"
+"add_constant_override(\"margin_left\", margin_value)\n"
+"add_constant_override(\"margin_bottom\", margin_value)\n"
+"add_constant_override(\"margin_right\", margin_value)\n"
+"[/codeblock]"
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a bottom margin of "
"[code]margin_bottom[/code] pixels."
msgstr ""
+"Tous les enfants directs de [MarginContainer] auront la marge du bas de "
+"[code]margin_bottom[/code] pixels."
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a left margin of "
"[code]margin_left[/code] pixels."
msgstr ""
+"Tous les enfants directs de [MarginContainer] auront la marge gauche de "
+"[code]margin_left[/code] pixels."
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a right margin of "
"[code]margin_right[/code] pixels."
msgstr ""
+"Tous les enfants directs de [MarginContainer] auront la marge droite de "
+"[code]margin_right[/code] pixels."
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a top margin of "
"[code]margin_top[/code] pixels."
msgstr ""
+"Tous les enfants directs de [MarginContainer] auront la marge du haut de "
+"[code]margin_top[/code] pixels."
#: doc/classes/Marshalls.xml
-#, fuzzy
msgid "Data transformation (marshalling) and encoding helpers."
-msgstr "Transformation de données (marshalling) et assistants d'encodage."
+msgstr "Transformation de données (\"marshalling\") et assistants d'encodage."
#: doc/classes/Marshalls.xml
msgid "Provides data transformation and encoding utility functions."
@@ -44403,13 +44314,12 @@ msgstr ""
"données."
#: doc/classes/Marshalls.xml
-#, fuzzy
msgid ""
"Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string "
"[code]base64_str[/code]."
msgstr ""
-"Renvoie un [PoolByteArray] décodé correspondant à la chaîne de caractères "
-"encodée en Base64 [code]base64_str[/code]."
+"Retourne un [PoolByteArray] décodé correspondant à la chaîne de caractères "
+"[code]base64_str[/code] encodée en Base64."
#: doc/classes/Marshalls.xml
msgid ""
@@ -44981,6 +44891,9 @@ msgid ""
"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
+"Utiliser la surface spécifiée de [Mesh] pour construire les données pour le "
+"MeshDataTool.\n"
+"Nécessite un [Mesh] de type primitif [constant Mesh.PRIMITIVE_TRIANGES]."
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of edges in this [Mesh]."
@@ -45000,6 +44913,9 @@ msgid ""
"Vertex argument can only be 0 or 1 because edges are comprised of two "
"vertices."
msgstr ""
+"Retourne l'index des sommet spécifiés reliés au bord donné.\n"
+"L'argument du sommet ne peut être que 0 ou 1 car les bords ne sont composés "
+"que de deux sommets."
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of faces in this [Mesh]."
@@ -45010,6 +44926,9 @@ msgid ""
"Returns specified edge associated with given face.\n"
"Edge argument must be either 0, 1, or 2 because a face only has three edges."
msgstr ""
+"Retourne le bord spécifié associé au face donné.\n"
+"L'argument du bord doit être soit 0, 1 ou 2 parce qu'une face n'a que trois "
+"bords."
#: doc/classes/MeshDataTool.xml
msgid "Returns the metadata associated with the given face."
@@ -45025,6 +44944,9 @@ msgid ""
"Vertex argument must be either 0, 1, or 2 because faces contain three "
"vertices."
msgstr ""
+"Retourne le vertx spécifié du face donné.\n"
+"L'argument du sommet doit être soit 0, 1 ou 2 parce que les faces ne "
+"contiennent que trois sommets."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -45035,6 +44957,12 @@ msgid ""
"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
msgstr ""
+"Retourne le format du [Mesh]. Le format est un entier composé des drapeaux "
+"de format du [Mesh]. Par exemple, un maillage contenant à la fois des "
+"sommets et des normales retournerait un format de [code]3[/code] parce que ["
+"constant ArrayMesh.ARRAY_FORMAT_VERTEX] est [code]1[/code] et [constant "
+"ArrayMesh.ARRAY_FORMAT_NORMAL] est [code]2[/code].\n"
+"Voir [enum ArrayMesh.ArrayFormat] pour une liste de drapeaux de format."
#: doc/classes/MeshDataTool.xml
msgid "Returns the material assigned to the [Mesh]."
@@ -45149,6 +45077,13 @@ msgid ""
"[Mesh] has to be instanced more than thousands of times at close proximity, "
"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
+"MeshInstance est un nœud qui prend une ressource [Mesh] et l'ajoute au "
+"scénario actuel en créant une instance. C'est la classe la plus souvent "
+"utilisée pour obtenir la géométrie 3D pour le rendu et peut être utilisé "
+"pour l'instance d'un seul [Mesh] dans de nombreux endroits. Cela permet de "
+"réutiliser la géométrie et d'économiser des ressources. Lorsqu'un [Mesh] "
+"doit être instancié plusieurs milliers de fois les uns proches des autres, "
+"préférez plutôt un [MultiMesh] dans un [MultiMeshInstance]."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45161,6 +45096,16 @@ msgid ""
"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
"simplified to reduce the amount of vertices. Disabled by default."
msgstr ""
+"Cette aide crée un nœud [StaticBody] enfant avec une forme de collision "
+"[ConvexPolygonShape] calculée à partir de la géométrie du maillage. Elle est "
+"principalement utilisée pour les essais.\n"
+"Si [code]clean[/code] est [code]true[/code] (par défaut), les doublons et "
+"les sommets intérieurs sont automatiquement supprimés. Vous pouvez le "
+"définir à [code]false[/code] pour rendre le processus de création plus "
+"rapide.\n"
+"Si [code]simplify[/code] est [code]true[/code], la géométrie pourra être "
+"simplifiée pour réduire la quantité de sommets, ce qui est désactivé par "
+"défaut."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45199,11 +45144,15 @@ msgid ""
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
+"Retourne la surcharge [Material] pour une surface de la ressource [Mesh].\n"
+"[b]Note :[/b] Cette fonction ne retourne que les matériaux associés à la "
+"[i]surchage[/i] de la [MeshInstance]. Préférez [method get_active_material] "
+"ou [method Mesh.surface_get_material] pour obtenir des matériaux associés à "
+"la ressource [Mesh]."
#: doc/classes/MeshInstance.xml
-#, fuzzy
msgid "Returns the number of surface override materials."
-msgstr "Retourne le nombre de surfaces du matériau."
+msgstr "Retourne le nombre de surcharges des surfaces du matériau."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45213,6 +45162,12 @@ msgid ""
"In order to be mergeable, properties of the [MeshInstance] must match, and "
"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
+"Retourne [code]true[/code] si cette [MeshInstance] peut être fusionnée avec "
+"l'autre instance [code]other_mesh_instance[/code], en utilisant la fonction ["
+"method MeshInstance.merge_meshes].\n"
+"Pour pouvoir être fusionnées, les propriétés des [MeshInstance] doivent "
+"correspondre, et chaque surface doit correspondre, en termes de matériau, "
+"d'attributs et de format des sommets."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45237,6 +45192,26 @@ msgid ""
"Also note that any initial data in the destination [MeshInstance] data will "
"be discarded."
msgstr ""
+"Cette fonction peut fusionner les données de plusieurs [MeshInstance] "
+"sources en une seule [MeshInstance] finale (le MeshInstance sur laquel la "
+"fonction est appelée). Ceci est principalement utile pour améliorer les "
+"performances en réduisant le nombre de appels de dessin et de [Node].\n"
+"Le fusions ne doivent être faites que sur des maillages simples et ne "
+"contenant pas d'animation.\n"
+"Les sommets finaux peuvent soit être retournés dans l'espace global, soit "
+"dans l'espace local par rapport à la transformation globale de la "
+"[MeshInstance] finale (ce nœud doit être à l'intérieur du [SceneTree] pour "
+"l'espace local pour fonctionner).\n"
+"La fonction effectuera un contrôle final de compatibilité entre les "
+"[MeshInstance] par défaut, cela devrait toujours être utilisé à moins que "
+"vous n'ayez préalablement vérifié la compatibilité avec [method MeshInstance."
+"is_mergeable_with]. Si la vérification est ignorée et que les maillages sont "
+"fusionnés, vous pouvez voir des erreurs de rendu.\n"
+"[b]Note :[/b] Les exigences de similitude entre les maillages sont assez "
+"strictes. Elles peuvent être vérifiés avec [method MeshInstance."
+"is_mergeable_with], avant d'appeler [method MeshInstance.merge_meshes]\n"
+"Notez également que toutes les données initiales dans la [MeshInstance] "
+"finale seront supprimées."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45244,6 +45219,9 @@ msgid ""
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
+"Définit la surcharge [Material] pour la surface spécifiée de la ressource "
+"[Mesh]. Ce matériel est associé à cette ressource [MeshInstance] plutôt qu'à "
+"la ressource [Mesh]."
#: doc/classes/MeshInstance.xml
msgid "The [Mesh] resource for the instance."
@@ -45336,9 +45314,8 @@ msgid "Returns the item's mesh."
msgstr "Retourne le maillage de l'élément."
#: doc/classes/MeshLibrary.xml
-#, fuzzy
msgid "Returns the transform applied to the item's mesh."
-msgstr "Retourne la matrice de transformation de la toile de cet objet."
+msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's name."
@@ -45381,9 +45358,8 @@ msgid "Sets the item's mesh."
msgstr "Définit le maillage de l'élément."
#: doc/classes/MeshLibrary.xml
-#, fuzzy
msgid "Sets the transform to apply to the item's mesh."
-msgstr "Retourne la matrice de transformation de la toile de cet objet."
+msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
@@ -45607,6 +45583,18 @@ msgid ""
"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
"code] is stored as 4 floats."
msgstr ""
+"Définit toutes les données relatives aux instances en une seule fois. Ceci "
+"est particulièrement utile lors du chargement des données du disque ou de la "
+"préparation des données de GDNative.\n"
+"Toutes les données sont empaquetées dans un grand tableau flottant. Un "
+"tableau peut ressembler à ceci : la Transform pour l'instance 1, les données "
+"de couleur pour l'instance 1, des données personnalisées pour l'instance 1, "
+"la Transform pour l'instance 2, les données de couleur pour l'instance 2, "
+"etc.\n"
+"[Transform] est enregistré avec 12 flottants, [Transform2D] avec 8 "
+"flottants, [code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] avec 1 "
+"flottant (4 octets en général) et [code]COLOR_FLOAT[/code] / "
+"[code]CUSTOM_DATA_FLOAT[/code] avec 4 flottants."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -45619,6 +45607,16 @@ msgid ""
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
+"Une version alternative de [method MultiMesh.set_as_bulk_array] qui peut "
+"être utilisée avec [i]l'interpolation physique[/i]. Cette méthode prend deux "
+"tableaux, et peut définir les données pour la trame actuelle et précédente "
+"en une seule fois. Le rendu interpolera automatiquement les données entre "
+"ces deux trames.\n"
+"Ceci est utile pour les situations où l'ordre des instances peut changer "
+"d'une trame physique à l'autre, comme les systèmes de particules.\n"
+"Lorsque l'ordre des instances est cohérent, la méthode [method MultiMesh."
+"set_as_bulk_array] plus simple peut encore être utilisée avec "
+"l'interpolation."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -45628,6 +45626,11 @@ msgid ""
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
"vertex_color_use_as_albedo] is [code]true[/code] on the material."
msgstr ""
+"Définit la couleur d'une instance spécifique en [i]multipliant[/i] les "
+"couleurs des sommets existants du maillage.\n"
+"Pour que la couleur soit modifiée, assurez-vous que [member color_format] "
+"n'est pas [code]null[/code] pour le [MultiMesh] et [member SpatialMaterial."
+"vertex_color_use_as_albedo] est [code]true[/code] dans le matériau."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -45635,6 +45638,10 @@ msgid ""
"just a container for 4 floating point numbers. The format of the number can "
"change depending on the [enum CustomDataFormat] used."
msgstr ""
+"Définit des données personnalisées pour une instance spécifique. Bien que "
+"[Color] soit utilisée, ce n'est qu'un conteneur pour 4 flottants qui peut "
+"servir à autre chose. Le format du nombre peut changer en fonction du [enum "
+"CustomDataFormat] utilisé."
#: doc/classes/MultiMesh.xml
msgid "Sets the [Transform] for a specific instance."
@@ -45646,11 +45653,11 @@ msgstr "Définit la [Transform2D] pour l'instance spécifiée."
#: doc/classes/MultiMesh.xml
msgid "Format of colors in color array that gets passed to shader."
-msgstr ""
+msgstr "Le format des couleurs dans le tableau de couleurs passé au shader."
#: doc/classes/MultiMesh.xml
msgid "Format of custom data in custom data array that gets passed to shader."
-msgstr ""
+msgstr "Le format des données personnalisées dans ce tableau passé au shader."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -45658,6 +45665,9 @@ msgid ""
"buffers. By default, all instances are drawn but you can limit this with "
"[member visible_instance_count]."
msgstr ""
+"Le nombre de cas qui seront affichés. Cela effacera et re-dimensionnera les "
+"mémoires tampons. Par défaut, toutes les instantes sont dessinées mais vous "
+"pouvez les limiter avec [member visible_instance_count]."
#: doc/classes/MultiMesh.xml
msgid "Mesh to be drawn."
@@ -45672,6 +45682,14 @@ msgid ""
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
+"Choisis si vous utilisez une méthode d'interpolation qui favorise la vitesse "
+"ou la qualité.\n"
+"Lors de l'utilisation de faibles taux de trames physiques (généralement "
+"inférieur à 20) ou de taux élevés de rotation d'objets, vous pouvez obtenir "
+"de meilleurs résultats à partir du réglage de haute qualité.\n"
+"[b]Note :[/b] La qualité rapide ne correspond pas à la qualité basse. Sauf "
+"dans les cas particuliers mentionnés ci-dessus, la qualité devrait être "
+"comparable à la qualité."
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
@@ -45684,6 +45702,8 @@ msgid ""
"Limits the number of instances drawn, -1 draws all instances. Changing this "
"does not change the sizes of the buffers."
msgstr ""
+"Limite le nombre d'instances affichées, et -1 les dessine toutes. Changer "
+"cela ne change pas la taille des mémoires tampons."
#: doc/classes/MultiMesh.xml
msgid "Use this when using 2D transforms."
@@ -45702,12 +45722,17 @@ msgid ""
"Compress [Color] data into 8 bits when passing to shader. This uses less "
"memory and can be faster, but the [Color] loses precision."
msgstr ""
+"Compresse les données [Color] en 8 bits quand elles seront passées au "
+"shader. Cela utilise moins de mémoire et peut être plus rapide, mais les "
+"[Color] perdent en précision."
#: doc/classes/MultiMesh.xml
msgid ""
"The [Color] passed into [method set_instance_color] will use 4 floats. Use "
"this for highest precision [Color]."
msgstr ""
+"La [Color] passée dans [method set_instance_color] utilisera 4 flottants. "
+"Utilisez ceci pour la plus haute précision [Color]."
#: doc/classes/MultiMesh.xml
msgid "Use when you are not using per-instance custom data."
@@ -45899,12 +45924,16 @@ msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] successfully "
"connected to a server. Only emitted on clients."
msgstr ""
+"Émis lorsque le [member network_peer] de ce MultijoueurAPI est connecté avec "
+"succès à un serveur. Seulement émis aux clients."
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] fails to establish "
"a connection to a server. Only emitted on clients."
msgstr ""
+"Émis lorsque le [member network_peer] de ce MultijoueurAPI ne parvient pas à "
+"établir une connexion à un serveur. Seulement émis aux clients."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -45913,6 +45942,11 @@ msgid ""
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
+"Émis lorsque le [member network_peer] de ce MultiplayerAPI se connecte à un "
+"nouveau pair. L'identifiant est celui du nouveau pair. Les clients sont "
+"informés lorsque d'autres clients se connectent au même serveur. En se "
+"connectant à un serveur, un client reçoit également ce signal pour le "
+"serveur (avec identifiant étant à 1)."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -45920,6 +45954,9 @@ msgid ""
"peer. Clients get notified when other clients disconnect from the same "
"server."
msgstr ""
+"Émis lorsque le [member network_peer] de ce MultiplayerAPI se déconnecte "
+"d'un pair. Les clients sont informés lorsque d'autres clients se "
+"déconnectent du même serveur."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -45927,12 +45964,18 @@ msgid ""
"[code]packet[/code] with custom data (see [method send_bytes]). ID is the "
"peer ID of the peer that sent the packet."
msgstr ""
+"Émis lorsque le [member network_peer] de ce MultijoueurAPI reçoit un "
+"[code]packet[/code] avec des données personnalisées (voir [method "
+"send_bytes)]. L'identifiant est l'identifiant par les pairs de l'équipe qui "
+"a envoyé le paquet."
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] disconnects from "
"server. Only emitted on clients."
msgstr ""
+"Émis lorsque le [member network_peer] de ce MultijoueurAPI se déconnecte du "
+"serveur. Seulement émis sur les clients."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -45973,34 +46016,47 @@ msgid ""
"[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the "
"[code]slave[/code] keyword."
msgstr ""
+"[i]Obsolète.[/i] Utilisez plutôt [constant RPC_MODE_PUPPET]. Similaire au "
+"mot-clé [code]slave[/code]."
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_REMOTE] but also make the call or property "
"change locally. Analogous to the [code]remotesync[/code] keyword."
msgstr ""
+"Se comporte comme [constant RPC_MODE_REMOTE] mais fait aussi l'appel ou le "
+"changement d'un propriété en local. Similaire au mot-clé "
+"[code]remotesync[/code]."
#: doc/classes/MultiplayerAPI.xml
msgid ""
"[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to "
"the [code]sync[/code] keyword."
msgstr ""
+"[i]Obsolète.[/i] Utilisez plutôt [constant RPC_MODE_REMOTESYNC]. Similaire "
+"au mot-clé [code]sync[/code]."
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_MASTER] but also make the call or property "
"change locally. Analogous to the [code]mastersync[/code] keyword."
msgstr ""
+"Se comporte comme [constant RPC_MODE_MASTER] mais fait aussi l'appel ou le "
+"changement d'une propriété en local. Similaire au mot-clé "
+"[code]mastersync[/code]."
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_PUPPET] but also make the call or property "
"change locally. Analogous to the [code]puppetsync[/code] keyword."
msgstr ""
+"Se comporte comme [constant RPC_MODE_PUPPET] mais fait aussi l'appel ou le "
+"changement d'une propriété en local. Similaire au mot-clé "
+"[code]puppetsync[/code]."
#: doc/classes/Mutex.xml
msgid "A synchronization mutex (mutual exclusion)."
-msgstr ""
+msgstr "Un mutex de synchronisation (exclusion mutuelle)."
#: doc/classes/Mutex.xml
msgid ""
@@ -46117,6 +46173,9 @@ msgid ""
"Returns the owner of the [NavigationMesh] which contains the navigation "
"point closest to the point given. This is usually a [NavigationMeshInstance]."
msgstr ""
+"Retourne le propriétaire du [NavigationMesh] qui contient le point de "
+"navigation le plus proche du point donné. C'est généralement une "
+"[NavigationMeshInstance]."
#: doc/classes/Navigation.xml
msgid ""
@@ -46127,9 +46186,8 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
-#, fuzzy
msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
-msgstr "Retourne le [RID] de la énième forme d'une zone."
+msgstr ""
#: doc/classes/Navigation.xml
msgid ""
@@ -46141,6 +46199,13 @@ msgid ""
"agent properties associated with each [NavigationMesh] (radius, height, "
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
+"[i]Obsolète.[/i] Le nœud [Navigation] la méthode [method get_simple_path] "
+"sont obsolètes se seront retiré dans une prochaine version. Utilisez plutôt ["
+"method NavigationServer.map_get_path].\n"
+"Retourne le chemin entre deux points donnés. Les points sont des coordonées "
+"locales. Si [code]optimize[/code] est [code]true[/code] (par défaut), les "
+"propriétés de l'agent associées à chaque [NavigationMesh] (rayon, hauteur, "
+"etc.) sont considérés dans le calcul du chemin, sinon ils sont ignorés."
#: doc/classes/Navigation.xml
msgid "The cell height to use for fields."
@@ -46166,12 +46231,16 @@ msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+"Définit la direction. Par défaut, il s'agit de [code](0, 1, 0)[/code], qui "
+"est la direction du haut (\"up\")."
#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationServer.xml
msgid ""
"Emitted when a navigation map is updated, when a region moves or is modified."
msgstr ""
+"Émis quand une carte de navigation est mise à jour, ou quand une région se "
+"déplace ou est modifiée."
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
@@ -46220,9 +46289,8 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml
-#, fuzzy
msgid "Server interface for low-level 2D navigation access."
-msgstr "Interface de serveur pour l'accès audio de bas niveau."
+msgstr ""
#: doc/classes/Navigation2DServer.xml
#, fuzzy
@@ -46260,16 +46328,16 @@ msgstr ""
"de navigation. Ensemble, ces cartes définissent les aires navigables dans le "
"monde 2D. Pour que deux régions soient connectées entre elles, elles doivent "
"avoir une bordure en commun. Une bordure (\"edge\") est considérée connectée "
-"à une autre si elles ont deux sommets rapprochés de moins de la distance "
-"[member Navigation.edge_connection_margin].\n"
+"à une autre si elles ont deux sommets rapprochés de moins de la distance ["
+"member Navigation.edge_connection_margin].\n"
"Pour utiliser le système d'évitement, vous devez utiliser des agents. Vous "
"pouvez définir la vitesse cible d'un agent, puis le serveur émettra une "
"méthode de rappel avec la vitesse modifiée.\n"
"[b]Note :[/b] Le système d'évitement des collisions ignorent les régions. "
"Utiliser la vitesse modifiée telle quelle peut déplacer un agent hors de la "
-"surface de navigable. C'est une limite du système d'évitement des collision, "
-"et certaines situations plus complexes peuvent nécessiter l'utilisation du "
-"moteur physique.\n"
+"surface de navigable. C'est une limite du système d'évitement des "
+"collisions, et certaines situations plus complexes peuvent nécessiter "
+"l'utilisation du moteur physique.\n"
"Le serveur garde en mémoire tous les appels et les exécutent durant la phase "
"de synchronisation. Cela veut dire que vous pouvez demander n'importe quel "
"changement sur l'ensemble des cartes, via n'importe quel fil d'exécution, "
@@ -46284,11 +46352,12 @@ msgid ""
"Returns the navigation map [RID] the requested [code]agent[/code] is "
"currently assigned to."
msgstr ""
+"Retourne le [RID] de la carte de navigation auquel le [code]agent[/code] "
+"spécifié est actuellement assigné."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
-msgstr "Renvoie [code]true[/code] si le chemin donné est filtré."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46314,11 +46383,13 @@ msgid ""
"navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
+"Définit le nombre maximal d'autres agents que cet agent prend en compte dans "
+"la navigation. Plus ce nombre est grand, plus la durée de la simulation est "
+"longue. Si le nombre est trop bas, la simulation ne sera pas fiable."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the maximum speed of the agent. Must be positive."
-msgstr "Obtient le nom d'un entrée par son index."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46326,11 +46397,14 @@ msgid ""
"the navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
+"Définit la distance maximale avec d'autres agents que cet agent prend en "
+"compte dans la navigation. Plus ce nombre est grand, plus la durée de la "
+"simulation est longue. Si le nombre est trop bas, la simulation ne sera pas "
+"fiable."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the position of the agent in world space."
-msgstr "Définit la position du nœud spécifié."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the radius of the agent."
@@ -46348,11 +46422,14 @@ msgid ""
"agents, but the less freedom this agent has in choosing its velocities. Must "
"be positive."
msgstr ""
+"La quantité minimale de temps pour laquelle les vitesses de l'agent "
+"calculées par la simulation sont fiables pour les autres agents. Plus ce "
+"nombre est grand, plus tôt cet agent répondra à la présence d'autres agents, "
+"mais moins il aura de liberté pour choisir sa vitesse. Ça doit être positif."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the current velocity of the agent."
-msgstr "Définit le trame présentement visible de l'animation."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Destroys the given RID."
@@ -46364,6 +46441,9 @@ msgid ""
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
+"Retourne tous les [RID] des cartes de navigation créées sur le "
+"NavigationServer. Cela renvoie les cartes de navigation 2D et aussi 3D car "
+"il n'y a techniquement aucune distinction entre eux."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
@@ -46397,19 +46477,47 @@ msgid ""
"but it can also introduce bugs if used inappropriately without much "
"foresight."
msgstr ""
+"Cette fonction force immédiatement la synchronisation de la navigation "
+"spécifiée par le [RID] spécifié par [code]map[/code]. Par défaut, les cartes "
+"de navigation ne sont synchronisées qu'à la fin de chaque trame physique. "
+"Cette fonction peut être utilisée pour calculer immédiatement tous les "
+"maillages de navigation et les connexions entre les régions de la carte de "
+"navigation. Cela permet d'interroger un chemin de navigation pour une carte "
+"modifiée immédiatement et dans la même trame (plusieurs fois si nécessaire)."
+"\n"
+"En raison de restrictions techniques, la file de commandes actuelle de "
+"NavigationServer sera exécutée aussitôt. Cela signifie que toutes les "
+"commandes de mise à jour en attente pour cette trame de physique seront "
+"exécutées, même celles destinées à d'autres cartes, régions et agents qui ne "
+"font pas partie de la carte spécifiée. Le calcul coûteux des maillages de "
+"navigation et des connexions de régions d'une carte ne sera fait que pour la "
+"carte spécifiée. D'autres cartes recevront la synchronisation normale à la "
+"fin de la trame physique. Si la carte spécifiée reçoit des changements après "
+"la mise à jour forcée, elle sera à nouveau mise à jour aussi bien lorsque "
+"les autres cartes recevront leur mise à jour.\n"
+"Le traitement d'évitement et l'envoi des signaux [code]safe_velocity[/code] "
+"ne sont pas affectés par cette fonction et continuent de se produire pour "
+"tous les cartes et agents à la fin de la trame physique.\n"
+"[b]Note :[/b] Une grande pouvoir implique une grande responsabilité. Cette "
+"fonction ne devrait être utilisée que par les utilisateurs qui savent "
+"vraiment ce qu'ils font et ont une bonne raison de l'utiliser. Pour "
+"effectuer une mise à jour immédiate d'une carte de navigation, il faut "
+"verrouiller le NavigationServer et exécuter toute la file de commandes du "
+"NavigationServer. Non seulement cela peut affecter sévèrement les "
+"performances du jeu, mais il peut également introduire des bugs si ça n'est "
+"pas fait avec le plus grand soin."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
msgstr ""
+"Retourne tous [RID] des agents de navigation qui sont actuellement affectés "
+"à la navigation [code]map[/code] spécifiée."
#: doc/classes/Navigation2DServer.xml
-#, fuzzy
msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
msgstr ""
-"Retourne l'actuelle ligne du fichier interprété (actuellement non "
-"implémenté)."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
@@ -46428,12 +46536,16 @@ msgid ""
"Returns the owner region RID for the point returned by [method "
"map_get_closest_point]."
msgstr ""
+"Retourne la région propriétaire du RID pour le point retourné par [method "
+"map_get_closest_point]."
#: doc/classes/Navigation2DServer.xml
msgid ""
"Returns the edge connection margin of the map. The edge connection margin is "
"a distance used to connect two regions."
msgstr ""
+"Retourne la marge de raccordement du bord de la carte. La marge de "
+"raccordement est une distance utilisée pour relier deux régions."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46441,38 +46553,42 @@ msgid ""
"[code]navigation_layers[/code] is a bitmask of all region layers that are "
"allowed to be in the path."
msgstr ""
+"Retourne le chemin de navigation pour atteindre la destination de l'origine. "
+"[code]navigation_layers[/code] est un bitmask de toutes les calques de la "
+"région qui sont autorisées à être dans le chemin."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation regions [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
msgstr ""
+"Retourne toutes les régions de navigation [RID] qui sont actuellement "
+"affectées à la navigation demandée [code]map[/code]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the map is active."
-msgstr "Retourne [code]true[/code] si l'[AABB] est vide."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map active."
msgstr "Définit la carte comme active."
#: doc/classes/Navigation2DServer.xml
-#, fuzzy
msgid ""
"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
"b] Currently not implemented."
-msgstr "Définit le polygone de navigation de la tuile."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Set the map cell size used to weld the navigation mesh polygons."
-msgstr "Définit le polygone de navigation de la tuile."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Set the map edge connection margin used to weld the compatible region edges."
msgstr ""
+"Définit la marge de connexion de bord de la carte utilisée pour fusionner "
+"les bords compatibles de la région."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Creates a new region."
@@ -46484,6 +46600,8 @@ msgid ""
"index between 0 and the return value of [method "
"region_get_connections_count]."
msgstr ""
+"Retourne le point de fin d'une porte de connexion. [code]connection[/code] "
+"est un indice entre 0 et la valeur de [method region_get_connections_count]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46491,33 +46609,36 @@ msgid ""
"an index between 0 and the return value of [method "
"region_get_connections_count]."
msgstr ""
+"Retourne le point de départ d'une porte de connexion. [code]connection[/code]"
+" est un indice entre 0 et la valeur de [method region_get_connections_count]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns how many connections this [code]region[/code] has with other regions "
"in the map."
msgstr ""
+"Retourne le nombre de connexions ce [code]region[/code] a avec les autres "
+"régions de la carte."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
-msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the navigation map [RID] the requested [code]region[/code] is "
"currently assigned to."
msgstr ""
+"Retourne le [RID] de la carte de navigation à laquelle la [code]region[/code]"
+" spécifiée est actuellement assignée."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the region's navigation layers."
-msgstr "Retourne le maillage de navigation de l'élément."
+msgstr "Retourne les calques de navigation de la région."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
-msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46551,16 +46672,12 @@ msgstr ""
"le résultat peut être inattendu."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
-"Définit la [code]position[/code] du point avec l'identifiant [code]id[/code] "
-"spécifié."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the map for the region."
-msgstr "Retourne la hauteur du contenu."
+msgstr "Définit la carte de la région."
#: doc/classes/Navigation2DServer.xml
msgid ""
@@ -46569,24 +46686,19 @@ msgid ""
msgstr ""
"Définit les calques de navigation de la région. Cela permet de sélectionner "
"les régions à partir d'une requête de chemin (en utilisant [method "
-"Navigation2DServer.map_get_path])"
+"Navigation2DServer.map_get_path])."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the navigation mesh for the region."
-msgstr "Définit le polygone de navigation de la tuile."
+msgstr "Définit le polygone de navigation de la région."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the global transformation for the region."
-msgstr "Retourne la matrice de transformation globale de cet élément."
+msgstr "Retourne la transformation globale de cette région."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
msgstr ""
-"Définit la [code]position[/code] du point avec l'identifiant [code]id[/code] "
-"spécifié."
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
@@ -46714,23 +46826,20 @@ msgstr ""
"la NavigationAgent."
#: doc/classes/NavigationAgent.xml
-#, fuzzy
msgid "Returns the [RID] of this agent on the [NavigationServer]."
-msgstr "Retourne le [RID] de la énième forme d'une zone."
+msgstr "Retourne le [RID] de cet agent dans le [NavigationServer]."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
-msgstr "Renvoie le mode de remplacement de l’espace pour la zone."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the navigation path's final location has been "
"reached."
-msgstr "Renvoie [code]true[/code] si le chemin donné est filtré."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -46827,14 +46936,12 @@ msgstr ""
"déplacer sur un plan horizontal."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "The maximum number of neighbors for the agent to consider."
-msgstr "La valeur de luminance maximale pour l'exposition automatique."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "The maximum speed that an agent can move."
-msgstr "Rotation maximale à travers la charnière."
+msgstr "La vitesse maximale à laquelle un agent peut se déplacer."
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -46848,9 +46955,8 @@ msgstr ""
"correspondant."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "The distance to search for other agents."
-msgstr "L’instance n’a pas de type."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -46929,9 +47035,8 @@ msgstr ""
"doit être positif."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "Notifies when the final location is reached."
-msgstr "Avertit quand une animation commence à jouer."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -47008,9 +47113,8 @@ msgstr ""
"navigation."
#: doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
-msgstr "Retourne le [RID] de la énième forme d'une zone."
+msgstr "Retourne le [RID] de cet agent dans le [Navigation2DServer]."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -47090,11 +47194,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid ""
"Returns whether the specified [code]bit[/code] of the [member "
"geometry_collision_mask] is set."
-msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non."
+msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -47105,9 +47208,8 @@ msgstr ""
"créé."
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "Returns the number of polygons in the navigation mesh."
-msgstr "Renvoie le nombre de points sur l'axe de mélange."
+msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47118,17 +47220,16 @@ msgstr ""
"créé."
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the [member geometry_collision_mask]."
msgstr ""
-"Si [code]value[/code] est [code]true[/code]], définit le [code]bit[/code] "
-"spécifié dans le masque [nom collision_mask].\n"
-"Si [code]value[/code] est [code]false[/code], rétablit le [code]bit[/code] "
-"spécifié dans le masque [nom collision_mask]."
+"Si [code]value[/code] est [code]true[/code], définit le [code]bit[/code] "
+"spécifié dans le masque [member geometry_collision_mask].\n"
+"Si [code]value[/code] est [code]false[/code], efface le [code]bit[/code] "
+"spécifié dans le masque [member geometry_collision_mask]."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -47152,9 +47253,8 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "The maximum slope that is considered walkable, in degrees."
-msgstr "Rotation maximale à travers la charnière."
+msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47203,9 +47303,8 @@ msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
-msgstr "Si [code]true[/code], les titres des colonnes sont visibles."
+msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47214,13 +47313,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid ""
"If [code]true[/code], marks walkable spans as not walkable if the clearance "
"above the span is less than [member agent_height]."
msgstr ""
-"Si [code]true[/code], les particules sera émise une seule fois puis "
-"arrêtées. Équivalent à [member Particles.one_shot]."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47489,18 +47585,16 @@ msgstr ""
"geometry_source_geometry_mode] de la ressource [NavigationMesh]."
#: doc/classes/NavigationMeshGenerator.xml
-#, fuzzy
msgid ""
"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
"resource."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr "Une instance de [NavigationMesh]."
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
@@ -47533,7 +47627,7 @@ msgstr ""
"relier deux régions. Ils doivent partager un même bord.\n"
"Le coût d'entrée dans cette région d'une autre région peut être contrôlé "
"avec la valeur [member enter_cost].\n"
-"[b]Note : [/b] Cette valeur n'est pas ajoutée au coût du chemin lorsque la "
+"[b]Note :[/b] Cette valeur n'est pas ajoutée au coût du chemin lorsque la "
"position de départ est déjà dans cette région.\n"
"Le coût des distances de voyage dans cette région peut être contrôlé avec le "
"multiplicateur [member travel_cost]."
@@ -47550,6 +47644,18 @@ msgid ""
"operating systems that cannot use threads (such as HTML5 with threads "
"disabled)."
msgstr ""
+"Pré-calcule le [NavigationMesh]. Si [code]on_thread[/code] est défini à "
+"[code]true[/code] (par défaut), le pré-calcul est fait sur un fil "
+"d'exécution séparé. Le pré-calcul sur un fil d'exécution séparé est utile "
+"parce que la navigation est une opération relativement coûteuse. Lorsqu'il "
+"est terminé, il définit automatiquement ce nouveau [NavigationMesh]. "
+"Veuillez noter que le pré-calcul sur le fil d'exécution séparé peut être "
+"très lent si la géométrie est composée de plein de maillages puisque l'accès "
+"asynchrone à chaque maillage nécessite une lourde synchronisation. De plus, "
+"veuillez noter que le pré-calculs sur un fil d'exécution séparé est "
+"automatiquement désactivée sur les systèmes d'exploitation qui ne peuvent "
+"pas utiliser des fils d'exécution (comme HTML5 si cette fonction est "
+"désactivée)."
#: doc/classes/NavigationMeshInstance.xml
msgid ""
@@ -47558,6 +47664,10 @@ msgid ""
"identify the [NavigationMeshInstance] closest to a point on the merged "
"navigation map."
msgstr ""
+"Retourne le [RID] de cette région sur [NavigationServer]. Combiné avec ["
+"method NavigationServer.map_get_closest_point_owner], peut être utilisé pour "
+"identifier le [NavigationMeshInstance] le plus proche d'un point d'une carte "
+"de navigation fusionnée."
#: doc/classes/NavigationMeshInstance.xml
msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
@@ -47590,11 +47700,13 @@ msgid ""
"are multiplied with [code]travel_cost[/code] for determining the shortest "
"path."
msgstr ""
+"Lorsque le cheminement se déplace à l'intérieur de cette région, les "
+"distances parcourues sont multipliées par [code]travel_cost[/code] pour "
+"déterminer le chemin le plus court."
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "Notifies when the navigation mesh bake operation is completed."
-msgstr "Avertit quand une animation commence à jouer."
+msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the [NavigationMesh] has changed."
@@ -47613,12 +47725,22 @@ msgid ""
"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
+"Obstacle 3D utilisé dans la navigation pour éviter les collisions. "
+"L'obstacle a besoin de données de navigation pour fonctionner correctement. "
+"Cela peut être fait avec l'obstacle comme enfant d'un nœud [Navigation], ou "
+"en utilisant [method set_navigation]. [NavigationObstacle] est sûr lors des "
+"trames physiques.\n"
+"[b]Note :[/b] Les obstacles sont conçus comme dernière option pour les "
+"objets constamment mobiles qui ne peuvent pas être pré-calculés efficacement "
+"dans un maillage de navigation."
#: doc/classes/NavigationObstacle.xml
msgid ""
"Returns the [Navigation] node that the obstacle is using for its navigation "
"system."
msgstr ""
+"Retourne le nœud [Navigation] que l'obstacle utilise pour son système de "
+"navigation."
#: doc/classes/NavigationObstacle.xml
msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
@@ -47629,18 +47751,24 @@ msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
msgstr ""
+"Définit le nœud [Navigation] utilisé par l'obstacle. Utile lorsque vous ne "
+"voulez pas faire l'obstacle un enfant d'un nœud [Navigation]."
#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
msgid ""
"Enables radius estimation algorithm which uses parent's collision shapes to "
"determine the obstacle radius."
msgstr ""
+"Active l'algorithme d'estimation de rayon qui utilise les formes de "
+"collision des parents pour déterminer le rayon des obstacles."
#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
msgid ""
"The radius of the agent. Used only if [member estimate_radius] is set to "
"[code]false[/code]."
msgstr ""
+"Le rayon de l'agent. Utilisé uniquement si [member estimate_radius] est "
+"[code]false[/code]."
#: doc/classes/NavigationObstacle2D.xml
msgid "2D obstacle used in navigation for collision avoidance."
@@ -47655,12 +47783,22 @@ msgid ""
"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
+"L'obstacle 2D utilisé dans la navigation pour éviter les collisions. "
+"L'obstacle a besoin de données de navigation pour fonctionner correctement. "
+"Cela peut être fait avec l'obstacle comme enfant d'un nœud [Navigation2D], "
+"ou en utilisant [method set_navigation]. [NavigationObstacle2D] est sûr lors "
+"des trames physiques.\n"
+"[b]Note :[/b] Les obstacles sont conçus comme dernière option pour les "
+"objets constamment mobiles qui ne peuvent pas être pré-calculés efficacement "
+"dans un maillage de navigation."
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Returns the [Navigation2D] node that the obstacle is using for its "
"navigation system."
msgstr ""
+"Retourne le nœud [Navigation2D] que l'obstacle utilise pour son système de "
+"navigation."
#: doc/classes/NavigationObstacle2D.xml
msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
@@ -47671,12 +47809,16 @@ msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
msgstr ""
+"Définit le nœud [Navigation2D] utilisé par l'obstacle. Utile lorsque vous ne "
+"voulez pas faire l'obstacle un enfant d'un nœud [Navigation2D]."
#: doc/classes/NavigationPolygon.xml
msgid ""
"A node that has methods to draw outlines or use indices of vertices to "
"create navigation polygons."
msgstr ""
+"Un nœud qui a des méthodes pour dessiner des contours ou utiliser des "
+"indices de sommets pour créer des polygones de navigation."
#: doc/classes/NavigationPolygon.xml
msgid ""
@@ -47702,6 +47844,27 @@ msgid ""
"$NavigationPolygonInstance.navpoly = polygon\n"
"[/codeblock]"
msgstr ""
+"Il y a deux façons de créer des polygones. Soit en utilisant la méthode ["
+"method add_outline], soit en utilisant la méthode [method add_polygon].\n"
+"Avec [method add_outline] :\n"
+"[codeblock]\n"
+"var polygon = NavigationPolygon.new()\n"
+"var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
+"50), Vector2(50, 0)])\n"
+"polygon.add_outline(outline)\n"
+"polygon.make_polygons_from_outlines()\n"
+"$NavigationPolygonInstance.navpoly = polygon\n"
+"[/codeblock]\n"
+"Avec [method add_polygon] et les indices du tableau des sommets :\n"
+"[codeblock]\n"
+"var polygon = NavigationPolygon.new()\n"
+"var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
+"50), Vector2(50, 0)])\n"
+"polygon.set_vertices(vertices)\n"
+"var indices = PoolIntArray([0, 1, 2, 3])\n"
+"polygon.add_polygon(indices)\n"
+"$NavigationPolygonInstance.navpoly = polygon\n"
+"[/codeblock]"
#: doc/classes/NavigationPolygon.xml
msgid ""
@@ -47710,6 +47873,10 @@ msgid ""
"make_polygons_from_outlines] in order for this array to be converted to "
"polygons that the engine will use."
msgstr ""
+"Ajoute un [PoolVector2Array] qui contient les sommets d'un contour au "
+"tableau interne qui contient tous les contours. Vous devez appeler [method "
+"make_polygons_from_outlines] afin que ce tableau soit converti en polygones "
+"que le moteur pourra utiliser."
#: doc/classes/NavigationPolygon.xml
msgid ""
@@ -47718,18 +47885,26 @@ msgid ""
"to call [method make_polygons_from_outlines] in order for this array to be "
"converted to polygons that the engine will use."
msgstr ""
+"Ajoute un [PoolVector2Array] qui contient les sommets d'un contour au "
+"tableau interne qui contient tous les contours à une position fixe. Vous "
+"devez appeler [method make_polygons_from_outlines] afin que ce tableau soit "
+"converti en polygones que le pourra utiliser."
#: doc/classes/NavigationPolygon.xml
msgid ""
"Clears the array of the outlines, but it doesn't clear the vertices and the "
"polygons that were created by them."
msgstr ""
+"Efface le tableau des contours, mais ça n'efface pas les sommets et les "
+"polygones qui ont été créés par eux."
#: doc/classes/NavigationPolygon.xml
msgid ""
"Clears the array of polygons, but it doesn't clear the array of outlines and "
"vertices."
msgstr ""
+"Efface le tableau des polygones, mais ça n'effacera pas le tableau des "
+"contours et des sommets."
#: doc/classes/NavigationPolygon.xml
msgid ""
@@ -47738,17 +47913,25 @@ msgid ""
"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
"behind the scene)."
msgstr ""
+"Retourne le [NavigationMesh] résultant de ce polygone de navigation. Ce "
+"navmesh peut être utilisé pour mettre à jour le navmesh d'une région avec "
+"l'API [method NavigationServer.region_set_navmesh] directement (comme la 2D "
+"utilise le serveur 3D en interne)."
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
+"Retourne un [PoolVector2Array] contenant les sommets d'un contour qui a été "
+"créé dans l'éditeur ou par un script."
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns the number of outlines that were created in the editor or by script."
msgstr ""
+"Retourne le nombre de contours qui ont été créés dans l'éditeur ou par un "
+"script."
#: doc/classes/NavigationPolygon.xml
msgid "Returns the count of all polygons."
@@ -47759,30 +47942,35 @@ msgid ""
"Returns a [PoolVector2Array] containing all the vertices being used to "
"create the polygons."
msgstr ""
+"Retourne un [PoolVector2Array] contenant tous les sommets utilisés pour "
+"créer les polygones."
#: doc/classes/NavigationPolygon.xml
msgid "Creates polygons from the outlines added in the editor or by script."
msgstr ""
+"Crée des polygones des contours ajoutés dans l'éditeur ou par un script."
#: doc/classes/NavigationPolygon.xml
msgid ""
"Removes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+"Enlève un aperçu créé dans l'éditeur ou par un script. Vous devez appeler ["
+"method make_polygons_from_outlines] pour mettre à jour les polygones."
#: doc/classes/NavigationPolygon.xml
msgid ""
"Changes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+"Change un aperçu créé dans l'éditeur ou par un script. Vous devez appeler ["
+"method make_polygons_from_outlines] pour mettre à jour les polygones."
#: doc/classes/NavigationPolygonInstance.xml
-#, fuzzy
msgid "A region of the 2D navigation map."
-msgstr "Prépare le maillage de navigation."
+msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
-#, fuzzy
msgid ""
"A region of the navigation map. It tells the [Navigation2DServer] what can "
"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
@@ -47801,24 +47989,24 @@ msgid ""
"The pathfinding cost of traveling distances inside this region can be "
"controlled with the [member travel_cost] multiplier."
msgstr ""
-"Une instance de [NavigationMesh]. Il signale au nœud [Navigation] ce qui "
-"peut être navigué et ce qui ne peut pas, basé sur la ressource "
-"[NavigationMesh].\n"
-"Par défaut ce nœud s'enregistrera à la carte de navigation du [World] par "
-"défaut. Si ce nœud est un enfant d'un nœud [Navigation], il s'inscrira à la "
-"carte de navigation du nœud de navigation.\n"
-"Deux régions peuvent être reliées l'une à l'autre si elles partagent un même "
-"bord. Vous pouvez définir la distance minimale entre deux sommets "
-"nécessaires pour connecter deux bords en utilisant [method NavigationServer."
-"map_set_edge_connection_margin]\n"
-"[b]Note :[/b] Le chevauchement de deux régions n'est pas suffisant pour "
-"relier deux régions. Ils doivent partager un même bord.\n"
-"Le coût d'entrée dans cette région d'une autre région peut être contrôlé "
+"Une région de la carte de navigation. Il indique au [Navigation2DServer] ce "
+"qui peut être navigué et ce qui ne peut pas l'être, en fonction de sa "
+"ressource [NavigationPolygon].\n"
+"Par défaut ce nœud s'enregistrera à la carte de navigation du [World2D] par "
+"défaut. Si ce nœud est un enfant d'un nœud [Navigation2D], il s'inscrirea à "
+"la carte de navigation du nœud de navigation.\n"
+"Deux régions peuvent être reliées l'une à l'autre si elles partagent un bord "
+"similaire. Vous pouvez définir la distance minimale entre deux sommets "
+"nécessaires pour connecter deux bords en utilisant [method Navigation2DServer"
+".map_set_edge_connection_margin]\n"
+"[b]Note :[/b] Embiquer deux régions ne suffit pas pour relier ces deux "
+"régions. Elles doivent partager un bord similaire.\n"
+"Le coût de cheminement de cette région vers une autre peut être contrôlé "
"avec la valeur [member enter_cost].\n"
-"[b]Note : [/b] Cette valeur n'est pas ajoutée au coût du chemin lorsque la "
+"[b]Note :[/b] Cette valeur n'est pas ajoutée au coût du chemin lorsque la "
"position de départ est déjà dans cette région.\n"
-"Le coût des distances de voyage dans cette région peut être contrôlé avec le "
-"multiplicateur [member travel_cost]."
+"Le coût de parcours des distances de cheminement à l'intérieur de cette "
+"région peut être contrôlé avec le multiplicateur [member travel_cost]."
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
@@ -47827,11 +48015,14 @@ msgid ""
"identify the [NavigationPolygonInstance] closest to a point on the merged "
"navigation map."
msgstr ""
+"Retourne le [RID] de cette région sur le [Navigation2DServer]. Combiné avec ["
+"method Navigation2DServer.map_get_closest_point_propriétaire] peut permettre "
+"d'identifier le [NavigationPolygonInstance] le plus proche d'un point sur la "
+"carte de navigation fusionnée."
#: doc/classes/NavigationPolygonInstance.xml
-#, fuzzy
msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
-msgstr "Détermine si le [NavigationMeshInstance] est actif ou non."
+msgstr "Détermine si la [NavigationPolygonInstance] est active ou non."
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
@@ -47842,14 +48033,12 @@ msgid ""
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
-#, fuzzy
msgid "The [NavigationPolygon] resource to use."
-msgstr "La ressource [NavigationMesh] à utiliser."
+msgstr "La ressource [NavigationPolygon] à utiliser."
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Server interface for low-level 3D navigation access."
-msgstr "Interface de serveur pour l'accès audio de bas niveau."
+msgstr ""
#: doc/classes/NavigationServer.xml
#, fuzzy
@@ -47899,15 +48088,13 @@ msgstr ""
"sans soucis."
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the map cell height."
-msgstr "Retourne la taille du tableau."
+msgstr ""
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
-msgstr "Renvoie l'inverse de la racine carrée du paramètre."
+msgstr ""
#: doc/classes/NavigationServer.xml
msgid ""
@@ -47921,15 +48108,16 @@ msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
+"Retourne la marge de raccordement du bord de la carte. Cette distance est la "
+"distance minimale nécessaire pour relier deux bords de différentes régions."
#: doc/classes/NavigationServer.xml
msgid "Returns the map's up direction."
msgstr "Retourne la direction haut de la carte."
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Set the map cell height used to weld the navigation mesh polygons."
-msgstr "Définit le polygone de navigation de la tuile."
+msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Sets the map up direction."
@@ -47942,6 +48130,10 @@ msgid ""
"called in the main thread.\n"
"[b]Note:[/b] This function is not thread safe."
msgstr ""
+"Traite les agents d'évitement de collision.\n"
+"Le résultat de ce processus est nécessaire par le serveur de physique, de "
+"sorte que cela doit être appelé dans le fil d'exécution principal.\n"
+"[b]Note :[/b] Cette fonction n'est pas sûre entre plusieurs fils d'exécution."
#: doc/classes/NavigationServer.xml
msgid "Bakes the navigation mesh."
@@ -47952,6 +48144,9 @@ msgid ""
"Set the region's navigation layers. This allows selecting regions from a "
"path request (when using [method NavigationServer.map_get_path])."
msgstr ""
+"Définir les calques de navigation de la région. Cela permet de sélectionner "
+"les régions à partir d'une requête de chemin (en utilisant [method "
+"NavigationServer.map_get_path])."
#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
@@ -47986,16 +48181,16 @@ msgid ""
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
-#, fuzzy
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
"ConnectionStatus]."
-msgstr "Retourne l'état actuel de la connexion. Voir [enum ConnexionStatus]."
+msgstr ""
+"Retourne l'état actuel de la connexion. Voir [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
#: doc/classes/NetworkedMultiplayerCustom.xml
-#, fuzzy
msgid "Set the max packet size that this peer can handle."
-msgstr "Définit la texture de lumière à utiliser pour cette instance."
+msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
@@ -48074,7 +48269,7 @@ msgstr ""
"Créer un client qui se connecte au serveur à [code]address[/code] donnée via "
"le [code]port[/code]. L'adresse donnée doit être soit un nom de domaine "
"entièrement qualifié (ex.: [code]\"www.example.com\"[/code]) ou une adresse "
-"IP en format IPv4 ou IPv6 (par exemple [code]\"192.168.1.1\"[/code)]. Le "
+"IP en format IPv4 ou IPv6 (par exemple [code]\"192.168.1.1\"[/code]). Le "
"[code]port[/code] est le port que le serveur écoute. Les paramètres "
"[code]in_bandwidth[/code] et [code]out_bandwidth[/code] peuvent être "
"utilisés pour limiter la bande passante entrante et sortante, en octets par "
@@ -48087,9 +48282,9 @@ msgstr ""
"client a été créé, [constant ERR_ALREADY_IN_USE] si ce "
"NetworkedMultiplayerENet a déjà une connexion ouverte (dans quel cas vous "
"devez appeler [method close_connection] d'abord) ou [constant "
-"ERR_CANT_CREATE] si le client ne peut pas être créé. Si [code]client_port[/"
-"code] est spécifié, le client écoutera également le port donné ; ceci est "
-"utile pour certaines techniques NAT transversale."
+"ERR_CANT_CREATE] si le client ne peut pas être créé. Si "
+"[code]client_port[/code] est spécifié, le client écoutera également le port "
+"donné ; ceci est utile pour certaines techniques NAT transversale."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -48145,8 +48340,8 @@ msgid ""
"Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]."
msgstr ""
-"Retourne le canal du prochain paquet qui sera récupéré via [method "
-"PacketPeer.get_packet]"
+"Retourne le canal du prochain paquet qui sera récupéré via [method PacketPeer"
+".get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
@@ -48288,7 +48483,6 @@ msgstr ""
"create_client] est utilisé à la place."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
-#, fuzzy
msgid ""
"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
@@ -48874,7 +49068,7 @@ msgstr ""
"dans un script). Si le nœud a des enfants, sa méthode [méthod enter_tree] "
"sera appelée d'abord, puis ensuite celle de ses enfants.\n"
"Correspond à la notification [constant NOTIFICATION_ENTER_TREE] dans [method "
-"Object._notification]"
+"Object._notification]."
#: doc/classes/Node.xml
msgid ""
@@ -49255,18 +49449,13 @@ msgid ""
"[method get_node] instead. To avoid using [method find_parent] too often, "
"consider caching the node reference into a variable."
msgstr ""
-"Trouve un parent de ce nœud dont le nom correspond à [code]mask[/code] "
-"suivant le même fonctionnement que pour [method String.match] (c'est-à-dire "
-"sensible à la casse, que [code]\"*\"[/code] correspond à un zéro au un seul "
-"caractère, et que [code]\"?\"[/code] correspond à n'importe quel unique "
-"caractère sauf [code]\".\"[/code]). Retourne [code]null[/code] si aucun "
-"[Node] correspondant n'est trouvée.\n"
+"Trouve le premier parent de ce nœud dont le nom correspond à "
+"[code]mask[/code] suivant le même fonctionnement que pour [method String."
+"match] (c'est-à-dire sensible à la casse, que [code]\"*\"[/code] correspond "
+"à un zéro au un seul caractère, et que [code]\"?\"[/code] correspond à "
+"n'importe quel unique caractère sauf [code]\".\"[/code]).\n"
"[b]Note :[/b] La correspondance ne se fait pas sur le chemin complet mais "
"juste les noms des nœuds.\n"
-"Si [code]owned[/code] est [code]true[/code], cette méthode ne trouve que des "
-"nœuds dont le propriétaire est ce nœud. Ceci est particulièrement important "
-"pour les scènes instanciée par un script, parce que ces scènes n'ont pas de "
-"propriétaire.\n"
"[b]Note :[/b] Comme cette méthode liste tous les parents d'un nœud, c'est le "
"moyen le plus lent d'obtenir une référence à un autre nœud. Dans la mesure "
"du possible, essayez plutôt d'utiliser [method get_node]. Pour éviter "
@@ -49420,7 +49609,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Récupère un nœud et une de ses ressources comme spécifié par le sous-nom de "
-"son [NodePath] (ex.: [code]Area2D/CollisionShape2D:shape[/code)]. Si "
+"son [NodePath] (ex.: [code]Area2D/CollisionShape2D:shape[/code]). Si "
"plusieurs ressources imbriquées sont spécifiées dans le [NodePath], seul le "
"dernier sera récupéré.\n"
"La valeur de retour est un tableau de 3 éléments : le premier élément est le "
@@ -49480,10 +49669,10 @@ msgid ""
"processing unless the frames per second is changed via [member Engine."
"iterations_per_second]."
msgstr ""
-"Retourne le temps écoulé (en secondes) depuis la dernière trame physique "
-"(voir [method _physics_process]). C'est toujours une valeur constante dans "
-"le traitement de la physique à moins que les trames par seconde ne soient "
-"changés via [member Engine.iterations_per_second]"
+"Retourne le temps écoulé (en secondes) depuis la dernière trame physique ("
+"voir [method _physics_process]). C'est toujours une valeur constante dans le "
+"traitement de la physique à moins que les trames par seconde ne soient "
+"changés via [member Engine.iterations_per_second]."
#: doc/classes/Node.xml
msgid ""
@@ -49601,12 +49790,12 @@ msgid ""
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
-"Retourne [code]true[/code] si l'interpolation physique est activée (voir "
-"[member physics_interpolation_mode]) [b]et[/b] activée dans [SceneTree].\n"
+"Retourne [code]true[/code] si l'interpolation physique est activée (voir ["
+"member physics_interpolation_mode]) [b]et[/b] activée dans [SceneTree].\n"
"Il s'agit d'une version pratique de [method is_physics_interpolated] qui "
"vérifie également si l'interpolation physique est activée globalement.\n"
"Voir [member SceneTree.physics_interpolation] et [member ProjectSettings."
-"physics/common/physics_interpolation]"
+"physics/common/physics_interpolation]."
#: doc/classes/Node.xml
msgid ""
@@ -49700,7 +49889,7 @@ msgstr ""
"Imprime l'arborescence dans la console. Utilisé principalement à des fins de "
"débogage. Cette version affiche le chemin par rapport au nœud actuel, ce qui "
"est utile pour le copier/coller dans la fonction [method get_node].\n"
-"[ b]Exemple de sortie:[/b]\n"
+"[b]Exemple de sortie:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
@@ -49729,7 +49918,7 @@ msgstr ""
"Cette version affiche une représentation plus graphique semblable à ce qui "
"est affiché dans l'inspecteur de scène. C'est utile pour inspecter les "
"grands arborescences.\n"
-"[ b]Exemple de sortie:[/b]\n"
+"[b]Exemple de sortie:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
" ┠╴Menu\n"
@@ -49851,7 +50040,7 @@ msgstr ""
"d'enfants que le nœud remplacé avait.\n"
"[b]Note :[/b] Le nœud remplacé n'est pas automatiquement libéré, donc vous "
"devez le garder dans une variable pour une utilisation ultérieure ou le "
-"libérer en utilisant [method Object.free]"
+"libérer en utilisant [method Object.free]."
#: doc/classes/Node.xml
msgid ""
@@ -49938,13 +50127,13 @@ msgid ""
"By default, methods are not exposed to networking (and RPCs). See also "
"[method rset] and [method rset_config] for properties."
msgstr ""
-"Change le mode RPC pour la [code]method[/code] donné pour le [code]mode[/"
-"code] spécifié. Voir [enum MultiplayerAPI.RPCMode]. Une alternative est "
-"d'annoter les méthodes et les propriétés avec les mots-clés correspondants "
-"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
-"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code)]. "
-"Par défaut, les méthodes ne sont pas exposées au réseaut (et aux RPC). Voir "
-"aussi [method rset] et [method rset_config] pour les propriétés."
+"Change le mode RPC pour la [code]method[/code] donné pour le "
+"[code]mode[/code] spécifié. Voir [enum MultiplayerAPI.RPCMode]. Une "
+"alternative est d'annoter les méthodes et les propriétés avec les mots-clés "
+"correspondants ([code]remote[/code], [code]master[/code], [code]puppet[/code]"
+", [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code])"
+". Par défaut, les méthodes ne sont pas exposées au réseaut (et aux RPC). "
+"Voir aussi [method rset] et [method rset_config] pour les propriétés."
#: doc/classes/Node.xml
msgid ""
@@ -49998,10 +50187,10 @@ msgstr ""
"Change le mode RPC pour la [code]property[/code] donnée au [code]mode[/code] "
"spécifié. Voir [enum MultiplayerAPI.RPCMode]. Une alternative est "
"l'annotation des méthodes et des propriétés avec les mots-clés "
-"correspondants ([code]remote[/code], [code]master[/code], [code]puppet[/"
-"code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/"
-"code)]. Par défaut, les propriétés ne sont pas exposées au réseau (et au "
-"RPC). Voir aussi [method rpc] et [method rpc_config] pour les méthodes."
+"correspondants ([code]remote[/code], [code]master[/code], [code]puppet[/code]"
+", [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code])"
+". Par défaut, les propriétés ne sont pas exposées au réseau (et au RPC). "
+"Voir aussi [method rpc] et [method rpc_config] pour les méthodes."
#: doc/classes/Node.xml
msgid ""
@@ -50249,11 +50438,13 @@ msgid ""
msgstr ""
#: 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 "La notification reçue quand le nœud va quitter le [SceneTree]."
+msgstr ""
+"La notification reçue quand le nœud va quitter le [SceneTree].\n"
+"Cette notification est émise [i]après[/i] le signal [signal tree_exiting] "
+"correspondant."
#: doc/classes/Node.xml
msgid "Notification received when the node is moved in the parent."
@@ -50547,9 +50738,8 @@ msgid ""
msgstr ""
#: doc/classes/NodePath.xml
-#, fuzzy
msgid "Pre-parsed scene tree path."
-msgstr "Chemin de l'arborescence des scènes pré-analysé."
+msgstr "Le chemin pré-analysé de l'arborescence des scènes."
#: doc/classes/NodePath.xml
msgid ""
@@ -51580,19 +51770,16 @@ msgid "Sets an individual hole point position."
msgstr "Définit la position d'un trou simple."
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Sets an individual polygon point position."
-msgstr "Définit la position d'un polygone simple."
+msgstr "Définit la position d'un seul point d'un polygone."
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Allows changing the hole geometry from code."
-msgstr "Dessine une géométrie simple à partir du code."
+msgstr ""
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Allows changing the polygon geometry from code."
-msgstr "Dessine une géométrie simple à partir du code."
+msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
@@ -51862,18 +52049,16 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr "Retourne le texte de l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
-#, fuzzy
msgid "Returns the tooltip of the item at index [code]idx[/code]."
-msgstr "Retourne le texte de l'élément à l'index [code]idx[/code]."
+msgstr "Retourne l'infobulle de l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
-#, fuzzy
msgid ""
"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
-"Retourne la position de l’élément qui a actuellement le focus. Ou retourne "
-"[code]-1[/code] si aucun n'a le focus."
+"Retourne l'identifiant de l’élément sélectionné, ou [code]-1[/code] si aucun "
+"n'est sélectionné."
#: doc/classes/OptionButton.xml
msgid ""
@@ -51926,9 +52111,8 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr "Définit le texte pour l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
-#, fuzzy
msgid "Sets the tooltip of the item at index [code]idx[/code]."
-msgstr "Définit le texte pour l'élément à l'index [code]idx[/code]."
+msgstr "Définit l'infobulle pour l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
msgid ""
@@ -52051,9 +52235,8 @@ msgstr ""
"fils d'exécutions."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Centers the window on the screen if in windowed mode."
-msgstr "Définit la position du nœud spécifié."
+msgstr ""
#: doc/classes/OS.xml
msgid ""
@@ -52212,18 +52395,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the scancode of the given string (e.g. \"Escape\")."
-msgstr "Renvoie le reste de deux vecteurs."
+msgstr ""
#: doc/classes/OS.xml
msgid "Returns the total number of available audio drivers."
msgstr "Retourne le nombre total de périphériques audio."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the audio driver name for the given index."
-msgstr "Retourne le sommet à l’index donné."
+msgstr ""
#: doc/classes/OS.xml
msgid ""
@@ -52642,14 +52823,13 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the epoch time of the operating system in milliseconds."
-msgstr "Retourne le temps epoch du système d'exploitation en millisecondes."
+msgstr ""
+"Retourne l'heure de l'époque du système d'exploitation en millisecondes."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the epoch time of the operating system in seconds."
-msgstr "Retourne le temps epoch du système d'exploitation en secondes."
+msgstr "Retourne l'heure de l'époque du système d'exploitation en secondes."
#: doc/classes/OS.xml
msgid ""
@@ -52766,9 +52946,8 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the number of video drivers supported on the current platform."
-msgstr "Renvoie le nombre de points sur l'axe de mélange."
+msgstr ""
#: doc/classes/OS.xml
msgid ""
@@ -52816,9 +52995,8 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns [code]true[/code] if there is content on the clipboard."
-msgstr "Retourne [code]true[/code] si l'[AABB] est plate ou vide."
+msgstr "Retourne [code]true[/code] si le presse-papiers n'est pas vide."
#: doc/classes/OS.xml
msgid ""
@@ -52840,19 +53018,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the device has a touchscreen or emulates one."
-msgstr "Retourne [code]true[/code] (vrai) si la chaîne de caractères est vide."
+msgstr ""
+"Retourne [code]true[/code] si le périphérique à un écran tactile ou en "
+"simule un."
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the platform has a virtual keyboard, "
"[code]false[/code] otherwise."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide, ou "
-"[code]false[/code] le cas échéant."
+"Retourne [code]true[/code] si la plateforme à un clavier virtuel (non "
+"physique), ou [code]false[/code] sinon."
#: doc/classes/OS.xml
msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
@@ -52887,11 +53065,10 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
-msgstr "Retourne [code]true[/code] si l'[AABB] chevauche une autre."
+msgstr ""
#: doc/classes/OS.xml
msgid ""
@@ -53196,7 +53373,6 @@ msgstr ""
"Windows."
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@@ -53223,12 +53399,12 @@ msgstr ""
"d'accueil de Godot dans le navigateur web par défaut.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] ouvrira le "
"client mail par défaut avec le champs destinataire définit à "
-"[code]example@example.com[/code]. Voir [url=https://blog.escapecreative.com/"
-"customizing-mailto-links/]Personnaliser les liens [code]mailto:[/code][/url] "
-"pour la liste des champs qui peuvent être ajoutés.\n"
+"[code]example@example.com[/code]. Voir [url=https://datatracker.ietf.org/doc/"
+"html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] pour la "
+"liste des champs qui peuvent être ajoutés.\n"
"Utilisez [method ProjectSettings.globalize_path] pour convertir un chemin "
-"[code]res://[/code] ou [code]user://[/code] en chemin système pour utiliser "
-"avec cette méthode.\n"
+"[code]res://[/code] ou [code]user://[/code] en chemin système qui peut être "
+"utilisé avec cette méthode.\n"
"[b]Note :[/b] Cette méthode est implémentée sous Android, iOS, HTML5, Linux, "
"macOS et Windows."
@@ -53272,12 +53448,12 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the engine tries to keep the screen on while the game "
"is running. Useful on mobile."
msgstr ""
-"Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité."
+"Si [code]true[/code], Le moteur tente de garder l'écran allumé quand le jeu "
+"est lancé. Utile sur les mobiles."
#: doc/classes/OS.xml
msgid ""
@@ -54335,9 +54511,8 @@ msgid ""
msgstr ""
#: doc/classes/Particles.xml
-#, fuzzy
msgid "Maximum number of draw passes supported."
-msgstr "Nombre maximal de passes de tirage prises en charge."
+msgstr "Le nombre maximal de passes de dessin supporté."
#: doc/classes/Particles2D.xml
msgid "GPU-based 2D particle emitter."
@@ -55015,11 +55190,10 @@ msgstr ""
"dans les versions finales."
#: doc/classes/Performance.xml
-#, fuzzy
msgid "Available static memory. Not available in release builds."
msgstr ""
"La mémoire statique disponible. N'est pas utilisable dans les versions "
-"finales."
+"exportés sans le mode débogage."
#: doc/classes/Performance.xml
msgid "Available dynamic memory. Not available in release builds."
@@ -55852,9 +56026,8 @@ msgid ""
msgstr ""
#: doc/classes/Physics2DServer.xml
-#, fuzzy
msgid "Returns the value of a damped spring joint parameter."
-msgstr "Renvoie la valeur opposée du paramètre."
+msgstr ""
#: doc/classes/Physics2DServer.xml
#, fuzzy
@@ -55862,8 +56035,8 @@ msgid ""
"Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
"list of available parameters."
msgstr ""
-"Définit la valeur d’un paramètre de zone. Voir [enum AreaParameter] pour une "
-"liste de paramètres disponibles."
+"Définit la valeur d’un paramètre de zone. Voir [enum DampedStringParam] pour "
+"une liste de paramètres disponibles."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -56831,18 +57004,16 @@ msgid "Creates a [SliderJoint]."
msgstr "Crée un [SliderJoint]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "Gets the priority value of the Joint."
-msgstr "Renvoie la valeur opposée du paramètre."
+msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of the Joint."
msgstr "Retourne le type de Joint."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "Sets the priority value of the Joint."
-msgstr "Renvoie la valeur opposée du paramètre."
+msgstr "Définit la priorité de la valeur du Joint."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -57123,20 +57294,17 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "If set, linear motion is possible within the given limits."
msgstr ""
-"Si [code]set[/code] il y a un mouvement linéaire possible dans les limites "
-"données."
+"Si définit, le mouvement linéaire est possible dans les limites données."
#: doc/classes/PhysicsServer.xml
msgid "If set, rotational motion is possible."
msgstr "Si définit, la rotation est possible."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "If set, there is a rotational motor across these axes."
-msgstr "La vitesse de toutes les rotations à travers l’axe X."
+msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -57197,14 +57365,12 @@ msgid "Sets the [Shape] that will be used for collision/intersection queries."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
-#, fuzzy
msgid "If [code]true[/code], the query will take [Area]s into account."
-msgstr "Si [code]true[/code], la texture sera centrée."
+msgstr "Si [code]true[/code], le requête prendra les [Area] en compte."
#: doc/classes/PhysicsShapeQueryParameters.xml
-#, fuzzy
msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
-msgstr "Si [code]true[/code], la texture sera centrée."
+msgstr "Si [code]true[/code], le requête prendra les [PhysicsBody] en compte."
#: doc/classes/PinJoint.xml
#, fuzzy
@@ -57230,13 +57396,10 @@ msgid ""
msgstr ""
#: doc/classes/PinJoint.xml
-#, fuzzy
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"produces."
msgstr ""
-"Retourne quand la mot clé [code]keyword[/code] spécifié a une couleur de "
-"défini ou non."
#: doc/classes/PinJoint2D.xml
#, fuzzy
@@ -57275,11 +57438,8 @@ msgid ""
msgstr ""
#: doc/classes/Plane.xml
-#, fuzzy
msgid "Creates a plane from the three points, given in clockwise order."
-msgstr ""
-"Crée un plan à partir des trois points, donné dans le sens des aiguilles "
-"d’une montre."
+msgstr "Crée un plan à partir de trois points, spécifiés dans le sens horaire."
#: doc/classes/Plane.xml
msgid "Creates a plane from the normal and the plane's distance to the origin."
@@ -57507,9 +57667,8 @@ msgid "Returns the path to the node associated with the specified bone."
msgstr "Retourne le chemin d’accès au nœud associé à l’os spécifié."
#: doc/classes/Polygon2D.xml
-#, fuzzy
msgid "Returns the height values of the specified bone."
-msgstr "Retourne la hauteur de l'os spécifié."
+msgstr "Retourne les valeurs de hauteur de l'os spécifié."
#: doc/classes/Polygon2D.xml
msgid "Sets the path to the node associated with the specified bone."
@@ -57780,9 +57939,8 @@ msgstr "Change l'octet à la position donnée."
#: 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."
+msgstr "Tris les éléments du tableau dans l'ordre croissant."
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -57794,7 +57952,6 @@ msgstr ""
"nouveau [PoolByteArray]. Chaque index négatif partira de la fin du tableau."
#: doc/classes/PoolColorArray.xml
-#, fuzzy
msgid "A pooled array of [Color]s."
msgstr "Un tableau compacté de [Color]."
@@ -57959,9 +58116,8 @@ msgid "Changes the int at the given index."
msgstr "Modifie le [int] à l’index donné."
#: doc/classes/PoolRealArray.xml
-#, fuzzy
msgid "A pooled array of real numbers ([float])."
-msgstr "Un tableau compacté de flottants ([float])."
+msgstr "Un tableau compacté de nombres réels (des flottants, [float])."
#: doc/classes/PoolRealArray.xml
msgid ""
@@ -58040,7 +58196,6 @@ msgid "Changes the float at the given index."
msgstr "Change la flottant à la position donnée."
#: doc/classes/PoolStringArray.xml
-#, fuzzy
msgid "A pooled array of [String]s."
msgstr "Un tableau compacté de [String]."
@@ -58119,7 +58274,6 @@ msgid "Changes the [String] at the given index."
msgstr "Change la [String] à la position donnée."
#: doc/classes/PoolVector2Array.xml
-#, fuzzy
msgid "A pooled array of [Vector2]s."
msgstr "Un tableau compacté de [Vector2]."
@@ -58201,7 +58355,6 @@ msgid "A pooled array of [Vector3]."
msgstr "Un tableau compacté de [Vector3]."
#: doc/classes/PoolVector3Array.xml
-#, fuzzy
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -58364,9 +58517,8 @@ msgstr ""
"[WindowDialog]."
#: doc/classes/PopupDialog.xml
-#, fuzzy
msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
-msgstr "[StyleBox] par défaut pour le [Button]."
+msgstr ""
#: doc/classes/PopupMenu.xml
msgid "PopupMenu displays a list of options."
@@ -58596,7 +58748,6 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid ""
"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr "Retourne l'infobulle associée avec l'index [code]idx[/code] spécifié."
@@ -58659,9 +58810,8 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "Sets the currently focused item as the given [code]index[/code]."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
@@ -58751,11 +58901,10 @@ msgstr ""
"spécifié."
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid ""
"Toggles the check state of the item of the specified index [code]idx[/code]."
msgstr ""
-"Active l'état de contrôle de l'élément de l'index spécifié [code]idx[/code]."
+"Bascule l'état de contrôle de l'élément de l'index [code]idx[/code] spécifié."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -59169,9 +59318,8 @@ msgid ""
msgstr ""
#: doc/classes/ProceduralSky.xml
-#, fuzzy
msgid "Amount of energy contribution from the sun."
-msgstr "Montant de la contribution énergétique du ciel."
+msgstr "La quantité de contribution énergétique du ciel."
#: doc/classes/ProceduralSky.xml
msgid "The sun's height using polar coordinates."
@@ -59423,6 +59571,16 @@ msgid ""
"specify the offset in bytes to the start of the resource pack. This is only "
"supported for .pck files."
msgstr ""
+"Charge le contenu du fichier .pck ou .zip spécifié par [code]pack[/code] "
+"dans le système de fichiers de ressources ([code]res://[/code]). Retourne "
+"[code]true[/code] en cas de succès.\n"
+"[b]Note :[/b] Si un fichier de [code]pack[/code] partage le même chemin "
+"qu'un fichier déjà dans le système de fichiers de ressources, toute "
+"tentative de charger ce fichier utilisera le fichier de [code]pack[/code] "
+"sauf si [code]replace_files[/code] est défini à [code]false[/code].\n"
+"[b]Note :[/b] Le paramètre optionnel [code]offset[/code] peut être utilisé "
+"pour spécifier le décalage en octets au début du pack de ressources. Ceci "
+"n'est pris en charge que pour les fichiers .pck."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59430,18 +59588,25 @@ msgid ""
"to the absolute, native OS [code]path[/code]. See also [method "
"globalize_path]."
msgstr ""
+"Retourne le chemin localisé (démarrant par [code]res://[/code]) "
+"correspondant au chemin [code]path[/code] absolu et natif du système "
+"d'exploitation. Voir aussi [method globalize_path]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Returns [code]true[/code] if the specified property exists and its initial "
"value differs from the current value."
msgstr ""
+"Retourne [code]true[/code] si la propriété spécifiée existe et sa valeur "
+"initiale diffère de la valeur actuelle."
#: doc/classes/ProjectSettings.xml
msgid ""
"Returns the specified property's initial value. Returns [code]null[/code] if "
"the property does not exist."
msgstr ""
+"Retourne la valeur initiale de la propriété spécifiée. Retourne "
+"[code]null[/code] si la propriété n'existe pas."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59451,6 +59616,12 @@ msgid ""
"want to change project settings in exported projects, use [method "
"save_custom] to save [code]override.cfg[/code] file."
msgstr ""
+"Enregistre la configuration du fichier [code]project.godot[/code].\n"
+"[b]Note :[/b] Cette méthode est destinée à être utilisée par les greffons de "
+"l'éditeur, puisque [ProjectSettings] ne peut pas être modifié puis chargé "
+"directement dans une application lancée. Si vous voulez modifier les "
+"paramètres de projet depuis un projet exporté, utilisez [method save_custom] "
+"pour enregistrer le fichier [code]override.cfg[/code]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59460,18 +59631,28 @@ msgid ""
"code] file, which is also text, but can be used in exported projects unlike "
"other formats."
msgstr ""
+"Enregistre la configuration vers un fichier personnalisé. L'extension de "
+"fichier doit être [code].godot[/code] (pour enregistrer dans le format "
+"[ConfigFile] au format texte) ou [code].binary[/code] (pour enregistrer au "
+"format binaire). Vous pouvez également enregistrer le fichier [code]override."
+"cfg[/code], qui est également au format texte, mais peut être utilisé dans "
+"des projets exportés contrairement aux autres formats."
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the specified property's initial value. This is the value the property "
"reverts to."
msgstr ""
+"Définit la valeur initiale de la propriété spécifiée. C'est cette valeur qui "
+"sera rétablie pour cette propriété."
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the order of a configuration value (influences when saved to the config "
"file)."
msgstr ""
+"Définit l'ordre d'une valeur de configuration (qui a une influence quand "
+"sauvegardée dans le fichier de configuration)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59483,6 +59664,14 @@ msgid ""
"This can also be used to erase custom project settings. To do this change "
"the setting value to [code]null[/code]."
msgstr ""
+"Définit la valeur d'un réglage.\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
+"/[codeblock]\n"
+"Cela peut également être utilisé pour effacer les paramètres de projet "
+"personnalisés. Pour ce faire, utilisez la valeur [code]null[/code] pour le "
+"réglage."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59507,6 +59696,9 @@ msgid ""
"(preserving the aspect ratio) when the engine starts. If [code]false[/code], "
"the engine will leave it at the default pixel size."
msgstr ""
+"Si [code]true[/code], étire l'image au lancement du jeu suivant la taille de "
+"la fenêtre (et préserve le ratio). Si [code]false[/code], l'image sera "
+"affichée par défaut suivant sa taille en pixels."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59515,6 +59707,10 @@ msgid ""
"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] "
"is [code]true[/code]."
msgstr ""
+"Le chemin vers une image utilisée au lancement du jeu. Si vide, l'image avec "
+"le logo de Godot sera affichée à la place.\n"
+"[b]Note :[/b] Ne fonctionne que si [member application/boot_splash/"
+"show_image] est [code]true[/code]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59523,6 +59719,10 @@ msgid ""
"displays the plain color specified in [member application/boot_splash/"
"bg_color]."
msgstr ""
+"Si [code]true[/code], affiche l'image spécifiée dans [member application/"
+"boot_splash/image] lorsque le moteur démarre. Si [code]false[/code], affiche "
+"seulement la couleur spécifiée dans [member application/boot_splash/"
+"bg_color]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59530,6 +59730,10 @@ msgid ""
"(recommended for high-resolution artwork). If [code]false[/code], uses "
"nearest-neighbor interpolation (recommended for pixel art)."
msgstr ""
+"Si [code]true[/code], applique le filtrage linéaire pour l'étirement de "
+"l'image (recommandé pour les images à haute résolution.) Si "
+"[code]false[/code], utilise l'interpolation la plus proche (recommandée pour "
+"le pixel-art)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59543,24 +59747,41 @@ msgid ""
"The [member application/config/use_custom_user_dir] setting must be enabled "
"for this to take effect."
msgstr ""
+"Ce dossier utilisateur est utilisé pour stocker des données persistantes (le "
+"système de fichiers [code]user://[/code]). Si laissé vide, "
+"[code]user://[/code] va pointer vers un dossier spécifique au projet suivant "
+"la configuration de Godot (voir [method OS.get_user_data_dir]). Si un nom de "
+"dossier personnalisé est défini, ce nom sera utilisé à la place, puis ajouté "
+"au dossier de données utilisateur spécifique au système (le même dossier "
+"parent que celui configuration Godot documenté dans [method OS."
+"get_user_data_dir]).\n"
+"Le paramètre [member application/config/use_custom_user_dir] doit être actif "
+"pour que cela fonctionne."
#: doc/classes/ProjectSettings.xml
msgid ""
"The project's description, displayed as a tooltip in the Project Manager "
"when hovering the project."
msgstr ""
+"La description du projet, affichée en tant qu'infobulle dans le Gestionnaire "
+"de projet quand le projet est survolé."
#: doc/classes/ProjectSettings.xml
msgid ""
"Icon used for the project, set when project loads. Exporters will also use "
"this icon when possible."
msgstr ""
+"L'icône utilisée pour le projet, défini au chargement du projet. Les "
+"exportateurs utiliseront également cette icône si possible."
#: doc/classes/ProjectSettings.xml
msgid ""
"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
"This is done automatically on start by calling [method OS.set_native_icon]."
msgstr ""
+"L'icône définit dans le format [code].icns[/code] utilisé sur macOS pour "
+"définir l'icône du jeu. Ceci est fait automatiquement au lancement en "
+"appelant [method OS.set_native_icon]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59609,12 +59830,28 @@ msgid ""
"default can impact compatibility with some external tools or plugins which "
"expect the default [code].import[/code] folder."
msgstr ""
+"Si [code]true[/code], le projet utilisera un dossier caché ([code]."
+"import[/code]) pour stocker des données spécifiques au projet (métadonnées, "
+"cache des shaders, etc.)\n"
+"Si [code]false[/code], un dossier non caché ([code]import[/code]) sera "
+"utilisé à la place.\n"
+"[b]Note :[/b] Vous devez redémarrer l'application après avoir modifié ce "
+"réglage.\n"
+"[b]Note :[/b] Changer cette valeur peut aider sur les plateformes ou avec "
+"des outils tiers où les modèles de dossier cachés ne sont pas autorisés. Il "
+"suffit de modifier ce paramètre si vous savez que votre environnement "
+"l'exige, car le changer par défaut peut impacter la compatibilité avec "
+"certains outils ou greffons externes qui s'attendent à ce que le dossier par "
+"défaut soit [code].import[/code]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
"This is done automatically on start by calling [method OS.set_native_icon]."
msgstr ""
+"L'icône définit dans le format [code].ico[/code] utilisé sur Windows pour "
+"définir l'icône du jeu. Ceci est fait automatiquement au lancement en "
+"appelant [method OS.set_native_icon]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59844,11 +60081,10 @@ msgstr ""
"ne généreront pas d'avertissements."
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"If [code]true[/code], enables warnings when the type of the default value "
"set to an exported variable is different than the specified export type."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60000,17 +60236,14 @@ msgstr ""
"qui n'est pas garantie d'exister dans la classe à la compilation."
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"If [code]true[/code], enables warnings when a function parameter is unused."
msgstr ""
-"Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité."
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"If [code]true[/code], enables warnings when a member variable is unused."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when a signal is unused."
@@ -60100,42 +60333,57 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum call stack in visual scripting, to avoid infinite recursion."
msgstr ""
+"Le nombre maximal de la pile d'appels dans le script visuel, pour éviter une "
+"récursion infinie."
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the contact points between collision shapes, visible when \"Visible "
"Collision Shapes\" is enabled in the Debug menu."
msgstr ""
+"La couleur des points de contact entre les formes de collision, visible "
+"lorsque \"Formes de collision visibles\" est activé dans le menu Débogage."
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets whether 2D physics will display collision outlines in game when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr ""
+"Définit si la physique 2D affichera les contours de collision dans le jeu "
+"lorsque \"Formes de collision visibles\" est activé dans le menu Débogage."
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum number of contact points between collision shapes to display when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr ""
+"Le nombre maximal de points de contact entre les formes de collision à "
+"afficher lorsque \"Formes de collision visibles\" est activé dans le menu "
+"Débogage."
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
"enabled in the Debug menu."
msgstr ""
+"La couleur des formes de collision, visible lorsque \"Formes de collision "
+"visibles\" est activé dans le menu Débogage."
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the disabled navigation geometry, visible when \"Visible "
"Navigation\" is enabled in the Debug menu."
msgstr ""
+"La couleur de la géométrie de navigation désactivée, visible lorsque "
+"\"Navigation visible\" est activée dans le menu Débogage."
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the navigation geometry, visible when \"Visible Navigation\" is "
"enabled in the Debug menu."
msgstr ""
+"La couleur de la géométrie de navigation, visible lorsque \"Navigation "
+"visible\" est activée dans le menu Débogage."
#: doc/classes/ProjectSettings.xml
msgid "Custom image for the mouse cursor (limited to 256×256)."
@@ -60332,18 +60580,25 @@ msgid ""
"Load the previously opened VCS plugin when the editor starts up. This is set "
"to [code]true[/code] whenever a new VCS plugin is initialized."
msgstr ""
+"Charge le greffon VCS précédemment ouvert dès que l'éditeur démarre. Ceci "
+"est défini à [code]true[/code] chaque fois qu'un nouveau greffon VCS est "
+"initialisé."
#: doc/classes/ProjectSettings.xml
msgid ""
"Last loaded VCS plugin name. Used to autoload the plugin when the editor "
"starts up."
msgstr ""
+"Le dernier nom de greffon VCS chargé. Utilisé pour recharger le greffon dès "
+"que l'éditeur démarre."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default value for [member ScrollContainer.scroll_deadzone], which will be "
"used for all [ScrollContainer]s unless overridden."
msgstr ""
+"La valeur par défaut pour [member ScrollContainer.scroll_deadzone], qui sera "
+"utilisé pour tous les [ScrollContainer] à moins d'être surchargé."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60363,6 +60618,8 @@ msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
+"Si [code]true[/code], échange des boutons OK et Annuler dans les dialogues "
+"sur Windows et UWP pour suivre les conventions d'interface."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60375,6 +60632,8 @@ msgid ""
"Path to a custom [Font] resource to use as default for all GUI elements of "
"the project."
msgstr ""
+"Le chemin vers une [Font] personnalisée à utiliser par défaut pour tous les "
+"éléments graphiques du projet."
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], makes sure the theme used works with HiDPI."
@@ -60578,208 +60837,278 @@ msgid ""
"If [code]true[/code], sends mouse input events when tapping or swiping on "
"the touchscreen."
msgstr ""
+"Si [code]true[/code], envoie des événements d'entrée de la souris lorsque "
+"vous tapez ou glissez sur l'écran tactile."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], sends touch input events when clicking or dragging the "
"mouse."
msgstr ""
+"Si [code]true[/code], envoie des événements d'entrée tactile lorsque vous "
+"cliquez ou faites glisser la souris."
#: doc/classes/ProjectSettings.xml
msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
+"Un retard par défaut pour les événements tactiles. Cela n'affecte que les "
+"appareils iOS."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 1. Si vide, le "
+"calque s'affichera comme \"Calque 1\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 10. Si vide, la "
+"calque s'affichera comme \"Calque 10\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 11. Si vide, la "
+"calque s'affichera comme \"Calque 11\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 12. Si vide, la "
+"calque s'affichera comme \"Calque 12\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 13. Si vide, la "
+"calque s'affichera comme \"Calque 13\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 14. Si vide, la "
+"calque s'affichera comme \"Calque 14\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 15. Si vide, la "
+"calque s'affichera comme \"Calque 15\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr ""
+"Nom facultatif pour la calque de navigation 2D numéro 16. Si vide, la calque "
+"s'affichera comme \"Calque 16\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 17. Si vide, la "
+"calque s'affichera comme \"Calque 17\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 18. Si vide, la "
+"calque s'affichera comme \"Calque 18\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 19. Si vide, la "
+"calque s'affichera comme \"Calque 19\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 2. Si vide, la "
+"calque affichera comme « calque 2 »."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 20. Si vide, la "
+"calque s'affichera comme \"Calque 20\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 21. Si vide, la "
+"calque s'affichera comme \"Calque 21\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 22. Si vide, la "
+"calque s'affichera comme \"Calque 22\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 23. Si vide, la "
+"calque s'affichera comme \"Calque 23\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 24. Si vide, la "
+"calque s'affichera comme \"Calque 24\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 25. Si vide, la "
+"calque s'affichera comme \"Calque 25\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 26. Si vide, la "
+"calque s'affichera comme \"Calque 26\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 27. Si vide, la "
+"calque s'affichera comme \"Calque 27\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 28. Si vide, la "
+"calque s'affichera comme \"Calque 28\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr ""
+"Nom facultatif pour la calque de navigation 2D numéro 29. Si vide, la calque "
+"s'affichera comme \"Calque 29\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 3. Si vide, la "
+"calque s'affichera comme « calque 3 »."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 30. Si vide, la "
+"calque s'affichera comme \"Calque 30\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr ""
+"Nom facultatif pour la calque de navigation 2D numéro 31. Si vide, la calque "
+"s'affichera comme \"Calque 31\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 32. Si vide, la "
+"calque s'affichera comme \"Calque 32\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 4. Si vide, la "
+"calque apparaîtra comme \"Calque 4\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 5. Si vide, le "
+"calque affichera comme \"Calque 5\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 6. Si vide, la "
+"calque apparaîtra comme \"Calque 6\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 7. Si vide, la "
+"calque s'affichera comme « calque 7 »."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 8. Si vide, la "
+"calque s'affichera comme \"Calque 8\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 2D numéro 9. Si vide, la "
+"calque s'affichera comme \"Calque 9\"."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
@@ -60994,192 +61323,256 @@ msgid ""
"Optional name for the 3D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 1. Si vide, le "
+"calque s'affichera comme \"Calque 1\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 10. Si vide, la "
+"calque s'affichera comme \"Calque 10\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 11. Si vide, la "
+"calque s'affichera comme \"Calque 11\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 12. Si vide, la "
+"calque s'affichera comme \"Calque 12\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 13. Si vide, la "
+"calque s'affichera comme \"Calque 13\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 14. Si vide, la "
+"calque s'affichera comme \"Calque 14\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 15. Si vide, la "
+"calque s'affichera comme \"Calque 15\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 16. Si vide, la "
+"calque s'affichera comme \"Calque 16\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 17. Si vide, la "
+"calque s'affichera comme \"Calque 17\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 18. Si vide, la "
+"calque s'affichera comme \"Calque 18\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 19. Si vide, la "
+"calque s'affichera comme \"Calque 19\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 2. Si vide, la "
+"calque affichera comme « calque 2 »."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 20. Si vide, la "
+"calque s'affichera comme \"Calque 20\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 21. Si vide, la "
+"calque s'affichera comme \"Calque 21\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 22. Si vide, la "
+"calque s'affichera comme \"Calque 22\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 23. Si vide, la "
+"calque s'affichera comme \"Calque 23\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 24. Si vide, la "
+"calque s'affichera comme \"Calque 24\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 25. Si vide, la "
+"calque s'affichera comme \"Calque 25\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 26. Si vide, la "
+"calque s'affichera comme \"Calque 26\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 27. Si vide, la "
+"calque s'affichera comme \"Calque 27\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 28. Si vide, la "
+"calque s'affichera comme \"Calque 28\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 29. Si vide, la "
+"calque s'affichera comme \"Calque 29\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 3. Si vide, la "
+"calque s'affichera comme « calque 3 »."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 30. Si vide, la "
+"calque s'affichera comme \"Calque 30\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 31. Si vide, la "
+"calque s'affichera comme \"Calque 31\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 32. Si vide, la "
+"calque s'affichera comme \"Calque 32\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 4. Si vide, la "
+"calque apparaîtra comme \"Calque 4\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 5. Si vide, le "
+"calque affichera comme \"Calque 5\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 6. Si vide, la "
+"calque apparaîtra comme \"Calque 6\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 7. Si vide, la "
+"calque s'affichera comme « calque 7 »."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 8. Si vide, la "
+"calque s'affichera comme \"Calque 8\"."
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr ""
+"Le nom optionnel pour la calque de navigation 3D numéro 9. Si vide, la "
+"calque s'affichera comme \"Calque 9\"."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
@@ -61394,6 +61787,8 @@ msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
+"Le langage de repli si une traduction n'est pas disponible dans une langue "
+"donnée. Si laissé vide, [code]en[/code] (anglais) sera utilisé."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -61412,6 +61807,9 @@ msgid ""
"Desktop override for [member logging/file_logging/enable_file_logging], as "
"log files are not readily accessible on mobile/Web platforms."
msgstr ""
+"Le surcharge du bureau pour [member logging/file_logging/enable_file_logging]"
+", car les fichiers de journaux ne sont pas facilement accessibles sur les "
+"plateformes mobiles et web."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62212,6 +62610,12 @@ 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 ""
+"La valeur par défaut est une surcharge très conservatrice pour [member "
+"rendering/gles3/shaders/max_simultaneous_compiles].\n"
+"Selon les appareils spécifiques que vous ciblez, vous pouvez vouloir "
+"l'augmenter.\n"
+"[b]Note :[/b] Ce paramètre n'est utile que si [nomm rendering/gles3/shaders/"
+"shader_compilation_mode] n'est [b]pas[/b] à [code]Synchrone[/code]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62222,6 +62626,12 @@ 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 ""
+"La valeur par défaut est une surcharge très conservatrice pour [member "
+"rendering/gles3/shaders/max_simultaneous_compiles].\n"
+"Selon les navigateurs spécifiques que vous ciblez, vous pouvez vouloir "
+"l'augmenter.\n"
+"[b]Note :[/b] Ce paramètre n'est utile que si [nomm rendering/gles3/shaders/"
+"shader_compilation_mode] n'est [b]pas[/b] à [code]Synchrone[/code]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62231,6 +62641,11 @@ 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 ""
+"La taille maximale, en mégaoctets, que le cache de ubershader peut "
+"atteindre. Au démarrage, les entrées les moins récemment utilisées seront "
+"supprimées jusqu'à ce que la taille totale soit dans les limites.\n"
+"[b]Note :[/b] Ce paramètre n'est utile que si [nomm rendering/gles3/shaders/"
+"shader_compilation_mode] est défini à [code]Synchrone + Cache[/code]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62240,6 +62655,11 @@ 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 ""
+"Une surcharge pour [member rendering/gles3/shaders/shader_cache_size_mb], de "
+"sorte qu'une taille maximale plus petite peut être configurée pour les "
+"plates-formes mobiles, où l'espace de stockage est plus limité.\n"
+"[b]Note :[/b] Ce paramètre n'est utile que si [nomm rendering/gles3/shaders/"
+"shader_compilation_mode] est défini à [code]Synchrone + Cache[/code]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62251,6 +62671,13 @@ 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 ""
+"Une surcharge pour [member rendering/gles3/shaders/shader_cache_size_mb], de "
+"sorte qu'une taille maximale plus petite peut être configurée pour les "
+"plateformes web, où l'espace de stockage est plus limité.\n"
+"[b]Note :[/b] Actuellement, le caisson d'ombrage n'est généralement pas "
+"disponible sur les plateformes Web.\n"
+"[b]Note :[/b] Ce paramètre n'est utile que si [nomm rendering/gles3/shaders/"
+"shader_compilation_mode] est défini à [code]Synchrone + Cache[/code]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62300,24 +62727,33 @@ msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
+"La capacité maximale de la mémoire tampon pour les formes de mélange. Toute "
+"forme de mélange plus grande que cela ne fonctionnera pas."
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for drawing polygons. Any polygon bigger than this will not "
"work."
msgstr ""
+"La capacity maximale de la mémoire tampon pour dessiner des polygones. Tout "
+"polygone plus grand que cela ne fonctionnera pas."
#: doc/classes/ProjectSettings.xml
msgid ""
"Max index buffer size for drawing polygons. Any polygon bigger than this "
"will not work."
msgstr ""
+"La capacity maximale de la mémoire tampon pour le dessin des polygones. Tout "
+"polygone plus grand que cela ne fonctionnera pas."
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for drawing immediate objects (ImmediateGeometry nodes). "
"Nodes using more than this size will not work."
msgstr ""
+"La capacity maximale de la mémoire tampon pour le dessin d'objets immédiats ("
+"les nœuds ImmediateGeometry). Les nœuds utilisant plus que cette taille ne "
+"fonctionneront pas."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62363,13 +62799,10 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the texture importer will import lossless textures "
"using the PNG format. Otherwise, it will default to using WebP."
msgstr ""
-"Si [code]true[/code], la [SpinBox] sera modifiable. Sinon, elle sera en "
-"lecture seule."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62379,6 +62812,12 @@ msgid ""
"Note that compression levels above 6 are very slow and offer very little "
"savings."
msgstr ""
+"Le niveau de compression par défaut pour le format WebP sans perte. Des "
+"niveaux plus élevés entraînent des fichiers plus petits mais une plus lente "
+"vitesse de compression. La vitesse de décompression ne dépend pas du niveau "
+"de compression. Les valeurs supportées vont de 0 à 9. Notez que les niveaux "
+"de compression supérieurs à 6 sont très lents et offrent une très petite "
+"réduction du poids du fichier."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62387,6 +62826,11 @@ msgid ""
"attributes data. Recommended to be enabled if targeting mobile devices. "
"Requires manual reimport of meshes after toggling."
msgstr ""
+"À l'importation, les données des sommets de maillage seront divisées en deux "
+"flux dans une seule mémoire tampon pour les sommets, l'une pour les données "
+"de position et l'autre pour les données d'attributs. Recommandé si vous "
+"ciblez des appareils mobiles. Nécessite de réimporter manuellement toutes "
+"les meshes après l'activation."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62398,6 +62842,14 @@ msgid ""
"A greater number of polygons can potentially cull more objects, however the "
"cost of culling calculations scales with the number of occluders."
msgstr ""
+"Détermine le nombre maximal d'occulteurs de polygones qui seront utilisés à "
+"tout moment.\n"
+"Même si vous pouvez avoir de nombreux occulteurs dans une même scène, à "
+"chaque trame, le système choisira parmi ces plus pertinents basés sur une "
+"métrique de l'espace à l'écran, afin de donner la meilleure performance "
+"globale.\n"
+"Un plus grand nombre de polygones peut potentiellement masquer plus "
+"d'objets, cependant les performances baissent avec le nombre d'occulteurs."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62407,6 +62859,12 @@ msgid ""
"choose from these the most relevant based on a screen space metric, in order "
"to give the best overall performance."
msgstr ""
+"Détermine le nombre maximal d'occulteurs de sphère qui seront utilisés à "
+"tout moment.\n"
+"Même si vous pouvez avoir de nombreux occulteurs dans une même scène, à "
+"chaque trame, le système choisira parmi ces plus pertinents basés sur une "
+"métrique de l'espace à l'écran, afin de donner la meilleure performance "
+"globale."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62417,6 +62875,12 @@ msgid ""
"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
"conversion to [Portal] nodes."
msgstr ""
+"La convention par défaut est de pointer vers l'extérieur (la face vers "
+"l'extérieur) de la salle source.\n"
+"Si vous construisez accidentellement votre niveau avec des portails faisant "
+"face de la mauvaise manière, ce réglage peut corriger le problème.\n"
+"Cela va inverser le maillages nommés de portail (c'est-à-dire finissant par "
+"[code]-portal[/code]) pour les nœuds [Portal]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62427,14 +62891,11 @@ msgstr ""
"[b]Note :[/b] Cela sera automatiquement désactivé dans les exports."
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"If [code]true[/code], gameplay callbacks will be sent as [code]signals[/"
"code]. If [code]false[/code], they will be sent as [code]notifications[/"
"code]."
msgstr ""
-"Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], "
-"l’état de la clé est libéré."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62450,6 +62911,8 @@ msgid ""
"Show logs during PVS generation.\n"
"[b]Note:[/b] This will automatically be disabled in exports."
msgstr ""
+"Afficher les journaux pendant la génération du PVS.\n"
+"[b]Note :[/b] Cela sera automatiquement désactivé dans les exportations."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62784,6 +63247,9 @@ msgid ""
"Lower-end override for [member rendering/quality/shadows/filter_mode] on "
"mobile devices, due to performance concerns or driver support."
msgstr ""
+"Surcharge pour les appareils bas de gamme pour [le rendu de membre/qualité/"
+"shadows/filter_mode] sur les appareils mobiles, en raison de performance "
+"plus faibles ou du support des pilotes."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62944,6 +63410,8 @@ msgid ""
"Objects can use this signal to restrict reading of settings only to "
"situations where a change has been made."
msgstr ""
+"Les objets peuvent utiliser ce signal pour restreindre leur lecture aux "
+"seuls paramètres modifiés."
#: doc/classes/PropertyTweener.xml
msgid "Interpolates an [Object]'s property over time."
@@ -62957,6 +63425,11 @@ msgid ""
"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
"function correctly."
msgstr ""
+"[PropertyTweener] est utilisé pour interpoler une propriété dans un objet. "
+"Voir [method SceneTreeTween.tween_property] pour plus d'informations.\n"
+"[b]Note :[/b] [method SceneTreeTween.tween_property] est le seul moyen "
+"correct de créer un [PropertyTweener]. Les [PropertyTweener] créés "
+"manuellement ne fonctionneront pas correctement."
#: doc/classes/PropertyTweener.xml
msgid ""
@@ -62968,6 +63441,13 @@ msgid ""
"as_relative() #the node will move by 100 pixels to the right\n"
"[/codeblock]"
msgstr ""
+"Quand appellé, la valeur finale sera utilisée comme valeur relative. Par "
+"exemple :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() # Le nœud sera déplacé de 100 pixels sur la droite\n"
+"/[codeblock]"
#: doc/classes/PropertyTweener.xml
msgid ""
@@ -62979,6 +63459,14 @@ msgid ""
"(200, 100)\n"
"[/codeblock]"
msgstr ""
+"Définit une valeur initiale personnalisée pour le [PropertyTweener]. Par "
+"exemple :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1).from(Vector2("
+"100, 100) # Ça déplacera le nœud de la position (100, 100) jusqu'à (200, 100)"
+"\n"
+"/[codeblock]"
#: doc/classes/PropertyTweener.xml
msgid ""
@@ -62993,6 +63481,16 @@ msgid ""
"from_current()\n"
"[/codeblock]"
msgstr ""
+"Fait que ce [PropertyTweener] utilisera la valeur de propriété actuelle "
+"(c'est-à-dire au moment de créer ce [PropertyTweener]) comme point de "
+"départ. Ceci est pareil que [method from] avec la valeur actuelle. Ces deux "
+"appels sont identiques :\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1).from(position)"
+"\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1).from_current()"
+"\n"
+"/[codeblock]"
#: doc/classes/PropertyTweener.xml
msgid ""
@@ -63003,9 +63501,8 @@ msgstr ""
"interpolation. Par défaut, il n'y a pas de délai."
#: doc/classes/ProximityGroup.xml
-#, fuzzy
msgid "General-purpose 3D proximity detection node."
-msgstr "Nœud de détection de proximité pour usage général."
+msgstr "Un nœud de détection de proximité 3D pour un usage général."
#: doc/classes/ProximityGroup.xml
msgid ""
@@ -63077,11 +63574,16 @@ msgid ""
"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
"all calls are delegated to their respective parent [Node]."
msgstr ""
+"Appelle la méthode et les paramètres donnés à tous les [ProximityGroup] qui "
+"s'intersectent.\n"
+"Si le [member dispatch_mode] est [constant MODE_PROXY] (par défaut), tous "
+"les appels sont délégués à leur parent [Node] respectif."
#: doc/classes/ProximityGroup.xml
msgid ""
"Specifies which node gets contacted on a call of method [method broadcast]."
msgstr ""
+"Spécifie quel nœud est contacté sur un appel de méthode [method broadcast]."
#: doc/classes/ProximityGroup.xml
msgid ""
@@ -63091,6 +63593,11 @@ msgid ""
"proximity checks at the cost of performance, since more groups will be "
"created."
msgstr ""
+"La taille de l'espace en unités 3D. Cela définit également la quantité de "
+"coordonnées requises pour calculer si deux nœuds [ProximityGroup] sont en "
+"intersection ou non. Des valeurs plus petites de [member grid_radius] "
+"peuvent être utilisées pour des vérifications de proximité plus précises "
+"mais avec de moins bonnes performances, car plus de groupes seront créés."
#: doc/classes/ProximityGroup.xml
msgid ""
@@ -63117,13 +63624,15 @@ msgstr ""
#: doc/classes/ProximityGroup.xml
msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
-msgstr ""
+msgstr "Le parent de ce [ProximityGroup] sera la cible de [method broadcast]."
#: doc/classes/ProximityGroup.xml
msgid ""
"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
"calling the [method broadcast] [i]method[/i]."
msgstr ""
+"Ce [ProximityGroup] émettra le [i]signal[/i] [signal broadcast] lors de "
+"l'appel de la [i]méthode[/i] [method broadcast]."
#: doc/classes/QuadMesh.xml
msgid "Class representing a square mesh."
@@ -63186,9 +63695,8 @@ msgstr ""
"spécifié. L'axe doit être un vecteur normalisé."
#: doc/classes/Quat.xml
-#, fuzzy
msgid "Constructs a quaternion defined by the given values."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Plane] donné."
+msgstr ""
#: doc/classes/Quat.xml
msgid ""
@@ -63206,6 +63714,9 @@ msgid ""
"code], this vector, [code]b[/code], and [code]post_b[/code], by the given "
"amount [code]weight[/code]."
msgstr ""
+"Exécute une interpolation sphérique cubique entre les quaternions "
+"[code]pre_a[/code], ce vecteur, [code]b[/code], et [code]post_b[/code], par "
+"la quantité [code]weight[/code] spécifiée."
#: doc/classes/Quat.xml
msgid "Returns the dot product of two quaternions."
@@ -63218,6 +63729,10 @@ msgid ""
"quaternion. Returned vector contains the rotation angles in the format (X "
"angle, Y angle, Z angle)."
msgstr ""
+"Retourne les angles d'Euler (selon la convention YXZ : lors de la "
+"décomposition, d'abord Z, puis X, et enfin Y) correspondant à la rotation "
+"représentée par un quaternion d'unité. Le vecteur retourné contient les "
+"angles de rotation dans le format (angle X, angle Y, angle Z)."
#: doc/classes/Quat.xml
msgid "Returns the inverse of the quaternion."
@@ -63254,6 +63769,8 @@ msgid ""
"Sets the quaternion to a rotation which rotates around axis by the specified "
"angle, in radians. The axis must be a normalized vector."
msgstr ""
+"Définit le quaternion avec une rotation qui tourne autour de l'axe par "
+"l'angle spécifié, en radians. L'axe doit être un vecteur normalisé."
#: doc/classes/Quat.xml
msgid ""
@@ -63261,6 +63778,9 @@ msgid ""
"convention: when decomposing, first Z, then X, and Y last), given in the "
"vector format as (X angle, Y angle, Z angle)."
msgstr ""
+"Définit le quaternion avec une rotation spécifiée par les angles d'Euler ("
+"selon la convention YXZ : lors de la décomposition, d'abord Z, puis X, et "
+"enfin Y), donnée dans le format vectoriel comme (angle X, angle Y, angle Z)."
#: doc/classes/Quat.xml
msgid ""
@@ -63268,6 +63788,10 @@ msgid ""
"quaternion and [code]to[/code] by amount [code]weight[/code].\n"
"[b]Note:[/b] Both quaternions must be normalized."
msgstr ""
+"Retourne le résultat de l'interpolation linéaire sphérique entre ce "
+"quaternion et [code]to[/code] par la quantité [code]weight[/code] spécifiée."
+"\n"
+"[b]Note :[/b] Les deux quaternions doivent être normalisés."
#: doc/classes/Quat.xml
msgid ""
@@ -63275,6 +63799,9 @@ msgid ""
"quaternion and [code]to[/code] by amount [code]weight[/code], but without "
"checking if the rotation path is not bigger than 90 degrees."
msgstr ""
+"Retourne le résultat de l'interpolation linéaire sphérique entre ce "
+"quaternion et [code]to[/code] par la quantité [code]weight[/code] spécifiée, "
+"mais sans vérifier si la rotation n'est pas supérieure à 90 degrés."
#: doc/classes/Quat.xml
msgid "Returns a vector transformed (multiplied) by this quaternion."
@@ -63318,6 +63845,9 @@ msgid ""
"[Basis] matrix. If a vector is transformed by an identity quaternion, it "
"will not change."
msgstr ""
+"La quaternion d'identité, sans rotation. Équivalent à la matrice [Basis] "
+"d'identité. Si un vecteur est transformé par un quaternion d'identité, il ne "
+"changera pas."
#: doc/classes/RandomNumberGenerator.xml
msgid "A class for generating pseudo-random numbers."
@@ -63483,22 +64013,21 @@ msgstr ""
"avec une valeur personnalisée, utilisez plutôt [member seed]."
#: doc/classes/Range.xml
-#, fuzzy
msgid "Abstract base class for range-based controls."
-msgstr "Classe de base abstraite pour les contrôles basés sur la portée."
+msgstr "Une classe de base abstraite pour les contrôles basés sur la portée."
#: doc/classes/Range.xml
-#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
-"Range est une classe de base des nœuds [Control] qui change une [code]value[/"
-"code] flottante entre le [code]minimum[/code] et le [code]maximum[/code], "
-"par étape [code]step[/code] et par [code]page[/code], par exemple un "
-"[ScrollBar]."
+"Range est une classe de base des nœuds [Control] qui change une "
+"[code]value[/code] flottante entre le [code]minimum[/code] et le "
+"[code]maximum[/code], par étape [code]step[/code] et par [code]page[/code], "
+"par exemple un [ScrollBar]. Voir [ScrollBar] et [Slider] pour des exemples "
+"de nœuds de haut niveau utilisant des Range."
#: doc/classes/Range.xml
msgid ""
@@ -63509,7 +64038,7 @@ msgstr ""
#: doc/classes/Range.xml
msgid "Stops the [Range] from sharing its member variables with any other."
-msgstr ""
+msgstr "Arrête le [Range] de partager ses variables membres avec les autres."
#: doc/classes/Range.xml
msgid ""
@@ -63530,6 +64059,9 @@ msgid ""
"If [code]true[/code], and [code]min_value[/code] is greater than 0, "
"[code]value[/code] will be represented exponentially rather than linearly."
msgstr ""
+"Si [code]true[/code], et [code]min_value[/code] est supérieur à 0, "
+"[code]value[/code] sera représenté de façon exponentielle plutôt que "
+"linéaire."
#: doc/classes/Range.xml
msgid ""
@@ -63553,6 +64085,9 @@ msgid ""
"multiplied by [code]page[/code] over the difference between [code]min_value[/"
"code] and [code]max_value[/code]."
msgstr ""
+"La taille de la page. Utilisé principalement pour [ScrollBar]. La longueur "
+"de la barre de défilement est multipliée par [code]page[/code] divisé par la "
+"différence entre [code]min_value[/code] et [code]max_value[/code]."
#: doc/classes/Range.xml
msgid "The value mapped between 0 and 1."
@@ -63657,12 +64192,17 @@ msgid ""
"[code]0[/code] if no object is intersecting the ray (i.e. [method "
"is_colliding] returns [code]false[/code])."
msgstr ""
+"Retourne l'identifiant de forme du premier objet que le rayon intersecte, ou "
+"[code]0[/code] si aucun objet n'intersecte le rayon (c'est-à-dire [method "
+"is_colliding] renvoie [code]false[/code])."
#: doc/classes/RayCast.xml
msgid ""
"Returns [code]true[/code] if the bit index passed is turned on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
+"Retourne [code]true[/code] si l'index de bit est activé.\n"
+"[b]Note :[/b] Les indices de bit vont de 0 à 19."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -63674,6 +64214,10 @@ msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
+"Retourne le point de collision où le rayon intersecte l'objet le plus proche."
+"\n"
+"[b]Note :[/b] Ce point se trouve dans le système de coordonnées "
+"[b]global[/b]."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -63704,21 +64248,24 @@ msgid ""
"Sets the bit index passed to the [code]value[/code] passed.\n"
"[b]Note:[/b] Bit indexes range from 0-19."
msgstr ""
+"Définit l'index de bit transmis à la [code]valeur[/code] passée.\n"
+"[b]Note :[/b] Les index de bit vont de 0-19."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"The ray's destination point, relative to the RayCast's [code]position[/code]."
msgstr ""
+"Le point de destination du rayon, par rapport à la [code]position[/code] du "
+"RayCast."
#: doc/classes/RayCast.xml
-#, fuzzy
msgid "If [code]true[/code], collision with [Area]s will be reported."
-msgstr "Si [code]true[/code], les collisions seront signalées."
+msgstr "Si [code]true[/code], les collisions avec les [Area] seront signalées."
#: doc/classes/RayCast.xml
-#, fuzzy
msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
-msgstr "Si [code]true[/code], les collisions seront signalées."
+msgstr ""
+"Si [code]true[/code], les collisions avec les [PhysicsBody] seront signalées."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -63751,11 +64298,12 @@ msgid "If [code]true[/code], collisions will be reported."
msgstr "Si [code]true[/code], les collisions seront signalées."
#: doc/classes/RayCast.xml
-#, fuzzy
msgid ""
"If [code]true[/code], collisions will be ignored for this RayCast's "
"immediate parent."
-msgstr "Si [code]true[/code], les collisions seront signalées."
+msgstr ""
+"Si [code]true[/code], les collisions seront ignorées avec le parent direct "
+"de ce RayCast."
#: doc/classes/RayCast2D.xml
msgid ""
@@ -63781,6 +64329,8 @@ msgid ""
"Sets or clears individual bits on the collision mask. This makes selecting "
"the areas scanned easier."
msgstr ""
+"Définit ou efface des bits individuels sur le masque de collision. Cela "
+"facilite le choix des aires scannées."
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [Area2D]s will be reported."
@@ -63812,6 +64362,10 @@ msgid ""
"itself from whatever is touching its far endpoint. It's often useful for "
"characters."
msgstr ""
+"Une forme en rayon pour les collisions en 3D, qui peuvt être placée dans un "
+"[PhysicsBody] ou une [Area]. Un rayon n'est pas vraiment un corps de "
+"collision ; il tente plutôt de se séparer de ce qui touche son point "
+"d'extrémité lointain. Il est souvent utile pour les caractères."
#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
msgid "The ray's length."
@@ -63833,11 +64387,13 @@ msgid ""
"it tries to separate itself from whatever is touching its far endpoint. It's "
"often useful for characters."
msgstr ""
+"Une forme en rayon pour les collisions 2D. Un rayon n'est pas vraiment un "
+"corps de collision ; il tente plutôt de se séparer de ce qui touche son "
+"point d'extrémité lointain. Il est souvent utile pour les caractères."
#: doc/classes/Rect2.xml
-#, fuzzy
msgid "2D axis-aligned bounding box."
-msgstr "Boîte de délimitation alignée sur l'axe."
+msgstr "La boîte de délimitation 2D alignée sur les axes."
#: doc/classes/Rect2.xml
msgid ""
@@ -63865,6 +64421,9 @@ msgid ""
"top-left corner is the origin and [code]width[/code] and [code]height[/code] "
"are positive."
msgstr ""
+"Retourne un [Rect2] avec la même position et aire, modifié de sorte que le "
+"coin supérieur gauche est l'origine et [code]width[/code] et "
+"[code]height[/code] soient positifs."
#: doc/classes/Rect2.xml
msgid "Returns the intersection of this [Rect2] and b."
@@ -63886,11 +64445,19 @@ msgid ""
"var rect2 = rect.expand(Vector2(0, -1))\n"
"[/codeblock]"
msgstr ""
+"Retourne une copie de ce [Rect2] élargi pour inclure le point donné.\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"# position (-3, 2), size (1, 1)\n"
+"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n"
+"# position (-3, -1), size (3, 4), contient donc à la fois `rect` et Vector2("
+"0, -1)\n"
+"var rect2 = rect.expand(Vector2(0, -1))\n"
+"/[codeblock]"
#: doc/classes/Rect2.xml
-#, fuzzy
msgid "Returns the area of the [Rect2]. See also [method has_no_area]."
-msgstr "Retourne la zone du [Rect2]."
+msgstr "Retourne l'aire du [Rect2]. Voir aussi [method has_no_area]."
#: doc/classes/Rect2.xml
msgid ""
@@ -63905,12 +64472,16 @@ msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards all the "
"sides."
msgstr ""
+"Retourne une copie du [Rect2] aggrandi par une quantité donnée d'unités vers "
+"tous les côtés."
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards each "
"direction individually."
msgstr ""
+"Retourne une copie du [Rect2] aggrandi par une quantité donnée d'unités vers "
+"chaque direction individuellement."
#: doc/classes/Rect2.xml
msgid ""
@@ -63927,6 +64498,10 @@ msgid ""
"[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
"[method has_no_area] will return [code]true[/code]."
msgstr ""
+"Retourne [code]true[/code] si le [Rect2] est plat ou vide, ou "
+"[code]false[/code] sinon. Voir aussi [method get_area].\n"
+"[b]Note :[/b] Si le [Rect2] a une taille négative et n'est pas plat ou vide, "
+"[method has_no_area] retournera [code]true[/code]."
#: doc/classes/Rect2.xml
msgid ""
@@ -63945,6 +64520,11 @@ msgid ""
"If [code]include_borders[/code] is [code]true[/code], they will also be "
"considered overlapping if their borders touch, even without intersection."
msgstr ""
+"Retourne [code]true[/code] si le [Rect2] se chevauche avec [code]b[/code] "
+"(c'est-à-dire qu'ils ont au moins un point en commun).\n"
+"Si [code]include_borders[/code] est [code]true[/code], ils seront également "
+"considérés comme se chevauchant si leurs bordures touchent, même sans "
+"intersection."
#: doc/classes/Rect2.xml
msgid ""
@@ -63952,6 +64532,9 @@ msgid ""
"approximately equal, by calling [code]is_equal_approx[/code] on each "
"component."
msgstr ""
+"Retourne [code]true[/code] si ce [Rect2] et [code]rect[/code] sont "
+"approximativement égaux, en appelant [code]is_equal_approx[/code] sur chaque "
+"composant."
#: doc/classes/Rect2.xml
msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]."
@@ -63968,12 +64551,16 @@ msgid ""
"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
"like 2D objects."
msgstr ""
+"Une forme rectangulaire pour les collisions 2D. Cette forme est utile pour "
+"les objets 2D de type boîte."
#: doc/classes/RectangleShape2D.xml
msgid ""
"The rectangle's half extents. The width and height of this shape is twice "
"the half extents."
msgstr ""
+"La demi-taille du rectangle. La largeur et la hauteur de cette forme sont "
+"deux fois plus grandes."
#: doc/classes/Reference.xml
msgid "Base class for reference-counted objects."
@@ -64002,6 +64589,9 @@ msgid ""
"what you are doing.\n"
"Returns whether the initialization was successful."
msgstr ""
+"Initialise le compteur de référence interne. Utilisez ceci seulement si vous "
+"savez vraiment ce que vous faites.\n"
+"Retourne si l'initialisation a été réussie."
#: doc/classes/Reference.xml
msgid ""
@@ -64010,6 +64600,10 @@ msgid ""
"Returns [code]true[/code] if the increment was successful, [code]false[/"
"code] otherwise."
msgstr ""
+"Augmente le compteur de référence interne. Utilisez ceci seulement si vous "
+"savez vraiment ce que vous faites.\n"
+"Retourne [code]true[/code] si l'augmentation a réussi, [code]false[/code] "
+"sinon."
#: doc/classes/Reference.xml
msgid ""
@@ -64018,6 +64612,10 @@ msgid ""
"Returns [code]true[/code] if the decrement was successful, [code]false[/"
"code] otherwise."
msgstr ""
+"Diminue le compteur de référence interne. Utilisez ceci seulement si vous "
+"savez vraiment ce que vous faites.\n"
+"Retourne [code]true[/code] si la diminution a réussi, [code]false[/code] "
+"sinon."
#: doc/classes/ReferenceRect.xml
msgid "Reference frame for GUI."
@@ -64030,6 +64628,10 @@ msgid ""
"display a rectangle filled with a solid color, consider using [ColorRect] "
"instead."
msgstr ""
+"Une boîte rectangulaire qui n'affiche que la couleur [member border_color] "
+"sur ses bordures. [ReferenceRect] n'a pas de [Color] de remplissage. Si vous "
+"devez afficher un rectangle rempli avec une couleur, utilisez plutôt "
+"[ColorRect]."
#: doc/classes/ReferenceRect.xml
msgid "Sets the border [Color] of the [ReferenceRect]."
@@ -64040,19 +64642,24 @@ msgid ""
"Sets the border width of the [ReferenceRect]. The border grows both inwards "
"and outwards with respect to the rectangle box."
msgstr ""
+"Définit la largeur de la bordure du [ReferenceRect]. La bordure va à la fois "
+"vers l'intérieur et vers l'extérieur par rapport aux limites du rectangle."
#: doc/classes/ReferenceRect.xml
msgid ""
"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
"in editor. Otherwise, [ReferenceRect] will be visible in game."
msgstr ""
+"Si définit à [code]true[/code], le [ReferenceRect] ne sera visible que dans "
+"l'éditeur. Sinon, [ReferenceRect] sera aussi visible dans le jeu."
#: doc/classes/ReflectionProbe.xml
-#, fuzzy
msgid ""
"Captures its surroundings to create fast, accurate reflections from a given "
"point."
-msgstr "Capture son environnement pour créer des réflexions."
+msgstr ""
+"Capture son environnement pour créer des réflexions rapides et précises "
+"depuis un point donné."
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -64128,6 +64735,8 @@ msgid ""
"Sets the ambient light color to be used when this probe is set to [member "
"interior_enable]."
msgstr ""
+"Définit la couleur de la lumière ambiante à utiliser lorsque cette sonde est "
+"définie à [membrer interior_enable]."
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -64135,22 +64744,25 @@ msgid ""
"light for this reflection probe when set to [member interior_enable]. Useful "
"so that ambient light matches the color of the room."
msgstr ""
+"Définit la valeur de contribution pour la quantité de lumière ambiante "
+"affectée par la réflexion pour cette sonde que [member interior_enable] est "
+"activé. Utile pour que la lumière ambiante corresponde à la couleur de la "
+"pièce."
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the energy multiplier for this reflection probe's ambient light "
"contribution when set to [member interior_enable]."
msgstr ""
+"Définit le multiplicateur d'énergie pour cette sonde de réflexion de la "
+"lumière ambiante quand défini à [member interior_enable]."
#: doc/classes/ReflectionProbe.xml
-#, fuzzy
msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Ambient "
"lighting is then controlled by the [code]interior_ambient_*[/code] "
"properties."
msgstr ""
-"Retourne la profondeur de la texture. La profondeur est la 3ème dimension "
-"(généralement l'axe Z)."
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -64698,9 +65310,8 @@ msgid ""
msgstr ""
#: doc/classes/ResourceImporter.xml
-#, fuzzy
msgid "Base class for the implementation of core resource importers."
-msgstr "Classe de base pour une implémentation d’interface AR / VR."
+msgstr ""
#: doc/classes/ResourceImporter.xml
msgid ""
@@ -64714,9 +65325,8 @@ msgid "Import plugins"
msgstr "Importer des plugins"
#: doc/classes/ResourceImporter.xml
-#, fuzzy
msgid "The default import order."
-msgstr "La police par défaut du thème."
+msgstr ""
#: doc/classes/ResourceImporter.xml
msgid ""
@@ -64739,13 +65349,10 @@ msgid ""
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
-#, fuzzy
msgid ""
"Returns the loaded resource if the load operation completed successfully, "
"[code]null[/code] otherwise."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères commence par la chaîne "
-"de caractères donnée, ou [code]false[/code] le cas échéant."
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
@@ -65147,9 +65754,8 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
-msgstr "Retourne le numéro de la ligne actuelle."
+msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -65445,24 +66051,20 @@ msgid "Makes text fill width."
msgstr "Rempli le texte en largeur."
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Aligns top of the inline image to the top of the text."
-msgstr "La hauteur de la boite mesuré depuis son centre."
+msgstr ""
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Aligns center of the inline image to the center of the text."
-msgstr "Aligne les enfants avec le centre du conteneur."
+msgstr ""
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Aligns bottom of the inline image to the baseline of the text."
-msgstr "La hauteur de la boite mesuré depuis son centre."
+msgstr ""
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Aligns bottom of the inline image to the bottom of the text."
-msgstr "Aligne les enfants avec le centre du conteneur."
+msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
@@ -65543,7 +66145,6 @@ msgid "The default text font."
msgstr "La police par défaut du texte."
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "The background used when the [RichTextLabel] is focused."
msgstr "L'arrière-plan utilisé quand le [RichTextLabel] a le focus."
@@ -65685,16 +66286,15 @@ msgid "Locks the specified linear or rotational axis."
msgstr "Verrouille l'axe linéaire et de rotation spécifié."
#: doc/classes/RigidBody.xml
-#, fuzzy
msgid ""
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"La vitesse à laquelle les objets arrêtent de tourner dans cette zone. "
-"Représente la vitesse angulaire perdue par seconde.\n"
-"Voir [membre ProjectSettings.physics/2d/default_angular_damp] pour plus de "
+"Amortit les forces de rotation du corps. Si cette valeur est différente de -"
+"1.0, elle sera ajoutée aux amortissements obtenues du monde et des aires.\n"
+"Voir [membre ProjectSettings.physics/3d/default_angular_damp] pour plus de "
"détails sur l'amortissement."
#: doc/classes/RigidBody.xml
@@ -66017,9 +66617,8 @@ msgid "The body's total applied force."
msgstr "La force appliquée totale du corps."
#: doc/classes/RigidBody2D.xml
-#, fuzzy
msgid "The body's total applied torque."
-msgstr "La force appliquée totale du corps."
+msgstr "La force totale appliquée au corps."
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66581,9 +67180,8 @@ msgid "Path to an [AnimationTree] node to use as a basis for root motion."
msgstr ""
#: doc/classes/RootMotionView.xml
-#, fuzzy
msgid "The grid's cell size in 3D units."
-msgstr "La taille de cellule du TileMap."
+msgstr "La taille de cellule de la grille en unités 3D."
#: doc/classes/RootMotionView.xml
msgid "The grid's color."
@@ -66596,14 +67194,11 @@ msgid ""
msgstr ""
#: doc/classes/RootMotionView.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the grid's points will all be on the same Y coordinate "
"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
"coordinate is preserved."
msgstr ""
-"Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], "
-"l’état de la clé est libéré."
#: doc/classes/SceneState.xml
msgid "A script interface to a scene file's data."
@@ -67000,13 +67595,11 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the application automatically accepts quitting.\n"
"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
-"Si [code]true[/code], l'application accepte automatiquement de se fermer. "
-"Activé par défaut.\n"
+"Si [code]true[/code], l'application accepte automatiquement de se fermer.\n"
"Pour les plateformes mobiles, voir [method set_quit_on_go_back]."
#: doc/classes/SceneTree.xml
@@ -67093,9 +67686,8 @@ msgstr ""
"les nouvelles connexions entrantes."
#: doc/classes/SceneTree.xml
-#, fuzzy
msgid "The [SceneTree]'s root [Viewport]."
-msgstr "La [Window] racine de [SceneTree]."
+msgstr "La [Viewport] racine du [SceneTree]."
#: doc/classes/SceneTree.xml
msgid ""
@@ -67133,9 +67725,8 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
-#, fuzzy
msgid "Emitted whenever global menu item is clicked."
-msgstr "Émis lorsqu’un élément est sélectionné."
+msgstr "Émis quand le menu global est cliqué."
#: doc/classes/SceneTree.xml
msgid ""
@@ -67177,9 +67768,8 @@ msgid "Emitted whenever a node is removed from the [SceneTree]."
msgstr "Émit quand un nœud est retiré du [SceneTree]."
#: doc/classes/SceneTree.xml
-#, fuzzy
msgid "Emitted whenever a node is renamed."
-msgstr "Émis chaque fois qu’un nœud est renommé."
+msgstr "Émis quand un nœud est renommé."
#: doc/classes/SceneTree.xml
msgid ""
@@ -67279,7 +67869,6 @@ msgid "One-shot timer."
msgstr "Minuteur à un coup."
#: doc/classes/SceneTreeTimer.xml
-#, fuzzy
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
@@ -67305,16 +67894,16 @@ msgstr ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Minuteur terminé.\")\n"
"[/codeblock]\n"
-"Le minuteur sera automatiquement une fois terminé."
+"Le minuteur sera automatiquement une fois terminé. Pour garder le minuteur, "
+"vous pouvez maintenir une référence vers lui. Voir [Reference]."
#: doc/classes/SceneTreeTimer.xml
msgid "The time remaining (in seconds)."
msgstr "Le temps restant (en secondes)."
#: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml
-#, fuzzy
msgid "Emitted when the timer reaches 0."
-msgstr "Émis lorsque la minuterie atteint 0."
+msgstr "Émis quand le minuteur atteint 0."
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -67692,7 +68281,6 @@ 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 "
@@ -67722,7 +68310,7 @@ msgstr ""
"délais des autres [Tweener] ou quand il n'y a pas d'animation (dans ce cas "
"le [SceneTreeTween] se comportement comme un minuteur). [code]time[/code] "
"est le durée du délai, en secondes.\n"
-"Exemple : créer un délai de 2s dans l'exécution du code.\n"
+"Exemple : créer un délai dans l'exécution du code.\n"
"[codeblock]\n"
"# ... du code\n"
"yield(create_tween().tween_interval(2), \"finished\")\n"
@@ -67796,7 +68384,6 @@ 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 "
@@ -67838,14 +68425,14 @@ msgstr ""
"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
"[/codeblock]\n"
"déplacera la sprite de sa position actuelle à la position (100, 200) puis "
-"ensuite à (200, 300). Si vous utilisez [method PropertyTweener.from] ou "
-"[method PropertyTweener.from_current], la position de départ sera celle "
+"ensuite à (200, 300). Si vous utilisez [method PropertyTweener.from] ou ["
+"method PropertyTweener.from_current], la position de départ sera celle "
"spécifiée et non l'actuelle. Voir les autres méthodes de [PropertyTweener] "
"pour connaitre les possibilités.\n"
"[b]Note :[/b] Vous pouvez trouver les noms corrects des propriétés en "
"survolant ces propriétés dans l'inspecteur de Godot. Vous pouvez aussi "
-"fournir un seul composant de cette propriété directement en utilisant "
-"[code]\"property:component\"[/code] (ex. [code]position:x[/code]), alors "
+"fournir un seul composant de cette propriété directement en utilisant [code]"
+"\"property:component\"[/code] (ex. [code]position:x[/code]), alors "
"l'interpolation ne se fera que sur cet unique composant.\n"
"Exemple : déplacer un objet deux fois depuis la même position vers "
"différentes positions, avec différents types de transition.\n"
@@ -67893,11 +68480,10 @@ msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
msgstr "Si le [SceneTree] est en pause, le [SceneTreeTween] le sera aussi."
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
"paused."
-msgstr "Arrête la mise à jour quand le [SceneTree] est en pause."
+msgstr ""
#: doc/classes/Script.xml
msgid "A class stored as a resource."
@@ -68233,7 +68819,6 @@ msgid ""
msgstr ""
#: doc/classes/Shader.xml
-#, fuzzy
msgid "A custom shader program."
msgstr "Un programme de shader personnalisé."
@@ -68583,9 +69168,8 @@ msgid ""
msgstr ""
#: doc/classes/Skeleton.xml
-#, fuzzy
msgid "Sets the pose transform for bone [code]bone_idx[/code]."
-msgstr "Définit le décalage à partir de [code]0.5[/code]."
+msgstr ""
#: doc/classes/Skeleton.xml
msgid "Sets the rest transform for bone [code]bone_idx[/code]."
@@ -68925,14 +69509,12 @@ msgid ""
msgstr ""
#: doc/classes/SoftBody.xml
-#, fuzzy
msgid "Returns local translation of a vertex in the surface array."
-msgstr "Renvoie la matrice de transformation d’une forme dans une zone."
+msgstr ""
#: doc/classes/SoftBody.xml
-#, fuzzy
msgid "Returns [code]true[/code] if vertex is set to pinned."
-msgstr "Retourne [code]true[/code] si l'[AABB] est plate ou vide."
+msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
@@ -68968,13 +69550,10 @@ msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping."
msgstr ""
#: doc/classes/SoftBody.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to "
"[code]false[/code] to pause the physics simulation."
msgstr ""
-"Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], "
-"l’état de la clé est libéré."
#: doc/classes/SoftBody.xml
msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
@@ -69695,7 +70274,6 @@ msgstr ""
"à un point donné."
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid ""
"Forces a conversion of the [member albedo_texture] from sRGB space to linear "
"space."
@@ -69887,11 +70465,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid ""
"If [code]true[/code], enables the vertex grow setting. See [member "
"params_grow_amount]."
-msgstr "Si [code]true[/code], active le drapeau spécifié."
+msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Grows object vertices in the direction of their normals."
@@ -70178,9 +70755,8 @@ msgid "Texture specifying per-pixel depth."
msgstr "La texture spécifiant la profondeur par pixel."
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "Texture specifying per-pixel subsurface scattering."
-msgstr "La texture spécifiant par pixel de diffusion souterraine."
+msgstr "La texture spécifiant la transluminescence par pixel."
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel transmission color."
@@ -70392,10 +70968,9 @@ msgstr ""
"emission_texture]."
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]."
msgstr ""
-"Utilise un ciseau pour l'alpha. Définit par [member "
+"Utilise un ciseau pour l'opacité. Définit par [member "
"params_use_alpha_scissor]."
#: doc/classes/SpatialMaterial.xml
@@ -70819,9 +71394,8 @@ msgstr ""
"collision."
#: doc/classes/SpringArm.xml
-#, fuzzy
msgid "Returns the spring arm's current length."
-msgstr "Retourne la chaîne de caractères convertie en minuscules."
+msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
@@ -71046,7 +71620,6 @@ msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D."
#: doc/classes/SpriteBase3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
@@ -71057,22 +71630,21 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
-"Définit la priorité de rendu pour le texte. Des objets plus prioritaires "
-"seront affichés par-dessus des objets moins inférieurs.\n"
-"[b]Note: [/b] Cela ne s'applique que si [member alpha_cut] est défini à "
-"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"Définit la priorité de rendu pour le texte. Les objets plus prioritaires "
+"seront affichés par-dessus les objets les moins prioritaites.\n"
+"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à ["
+"constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
"n'affectera pas la façon dont les objets transparents sont triés par rapport "
"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
-"alors que les objets transparents sont triés de l'arrière à l'avant (et "
+"alors que les objets transparents sont triés de l'arrière vers l'avant (et "
"suivant leur priorité)."
#: doc/classes/SpriteBase3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
-msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible."
+msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
@@ -71132,13 +71704,10 @@ msgid "Removes all animations. A \"default\" animation will be created."
msgstr "Retire toutes les animations. Une animation \"défaut\" sera créée."
#: doc/classes/SpriteFrames.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the given animation is configured to loop when "
"it finishes playing. Otherwise, returns [code]false[/code]."
msgstr ""
-"Retourne [code]true[/code] si la piste donnée est importée. Sinon retourne "
-"[code]false[/code]."
#: doc/classes/SpriteFrames.xml
msgid ""
@@ -71460,9 +72029,8 @@ msgid ""
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
-#, fuzzy
msgid "Data buffer stream peer."
-msgstr "Homologue de flux SSL."
+msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid ""
@@ -72361,22 +72929,20 @@ msgstr ""
"répétitions est donné en argument."
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Replaces occurrences of a case-sensitive substring with the given one inside "
"the string."
msgstr ""
-"Remplacer les occurrences d'une sous-chaine sensible à la casse avec l'autre "
-"donnée."
+"Remplace les occurrences sensibles à la casse à l'intérieur d'une chaine par "
+"la sous-chaine donnée."
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Replaces occurrences of a case-insensitive substring with the given one "
"inside the string."
msgstr ""
-"Remplacer les occurrences d'une sous-chaine insensible à la casse avec "
-"l'autre donnée."
+"Remplace les occurrences insensibles à la casse à l'intérieur d'une chaine "
+"par la sous-chaine donnée."
#: doc/classes/String.xml
msgid ""
@@ -72893,7 +73459,6 @@ msgstr ""
"[code]corner[/code] spécifié. Voir [enum Corner] pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml
-#, fuzzy
msgid "Sets the corner radius to [code]radius[/code] pixels for all corners."
msgstr ""
"Définit le rayon d’angle sur [code]radius[/code] pixels pour tous les coins."
@@ -73629,11 +74194,11 @@ msgstr ""
"est désactivé."
#: doc/classes/TabContainer.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Retourne [code]true[/code] si l'onglet à l'index [code]tab_idx[/code] est "
+"masqué."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
@@ -73701,13 +74266,10 @@ msgid ""
msgstr ""
#: doc/classes/TabContainer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], all tabs are drawn in front of the panel. If "
"[code]false[/code], inactive tabs are drawn behind the panel."
msgstr ""
-"Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], "
-"l’état de la clé est libéré."
#: doc/classes/TabContainer.xml
msgid ""
@@ -73858,12 +74420,11 @@ msgid "Tabs control."
msgstr "Contrôle des onglets."
#: doc/classes/Tabs.xml
-#, fuzzy
msgid ""
"Simple tabs control, similar to [TabContainer] but is only in charge of "
"drawing tabs, not interacting with children."
msgstr ""
-"Contrôle des onglets simples, similaire à [TabContainer] mais il est "
+"Un contrôle simple des onglets, similaire à [TabContainer] mais il est "
"uniquement chargé du dessin des onglets, et non de l’interaction avec les "
"enfants."
@@ -73941,12 +74502,10 @@ msgid "Select tab at index [code]tab_idx[/code]."
msgstr "Sélectionne l'onglet à l'index [code]tab_idx[/code]."
#: doc/classes/Tabs.xml
-#, fuzzy
msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
msgstr ""
-"Si [code]true[/code], l’état du bouton de la souris est un double-clic."
#: doc/classes/Tabs.xml
msgid "The alignment of all tabs. See [enum TabAlign] for details."
@@ -74189,9 +74748,8 @@ msgid "Returns the amount of total lines in the text."
msgstr "Retourne le nombre total de lignes dans le texte."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns the height of a largest line."
-msgstr "Retourne la hauteur du contenu."
+msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
@@ -74202,14 +74760,12 @@ msgstr ""
"code]."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns the number of times the given line is wrapped."
-msgstr "Renvoie le nombre de lignes visibles."
+msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns an array of [String]s representing each wrapped index."
-msgstr "Retourne une représentation [String] de l'évènement."
+msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
@@ -74254,19 +74810,16 @@ msgid "Returns the selection end line."
msgstr "Retourne la ligne de fin de sélection."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns the total width of all gutters and internal padding."
-msgstr "Retourne le nombre de pistes dans l'animation."
+msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
-msgstr "Retourne la position du contact sur le collisionneur."
+msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
-msgstr "Renvoie le nombre de lignes visibles."
+msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
@@ -74309,34 +74862,26 @@ msgstr ""
"marque-page."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] has a "
"breakpoint."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
"safe."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns if the given line is wrapped."
-msgstr "Renvoie le texte de la colonne donnée."
+msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns whether the mouse is over selection. If [code]edges[/code] is "
"[code]true[/code], the edges are considered part of the selection."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]a[/code] et [code]b[/code] sont "
-"approximativement égaux l'un à l'autre."
#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
@@ -74412,15 +74957,14 @@ msgid "Sets the text for a specific line."
msgstr "Définit le texte pour la ligne spécifiée."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
-"Ajoute un marque-page pour la ligne [code]line[/code] si [code]bookmark[/"
-"code] est [code]true[/code]. Supprime le marque-page si [code]bookmark[/"
-"code] est [code]false[/code].\n"
+"Ajoute un marque-page pour la ligne [code]line[/code] si "
+"[code]bookmark[/code] est [code]true[/code]. Supprime le marque-page si "
+"[code]bookmark[/code] est [code]false[/code].\n"
"Les marque-pages sont affichés dans [member breakpoint_gutter]."
#: doc/classes/TextEdit.xml
@@ -74486,9 +75030,8 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "Si [code]true[/code], un clic droit affiche le menu contextuel."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
-msgstr "Si [code]true[/code], la valeur peut être sélectionnée et modifiée."
+msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
@@ -74592,13 +75135,10 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"If [code]true[/code], any custom color properties that have been set for "
"this [TextEdit] will be visible."
msgstr ""
-"Si [code]true[/code], les présélections de couleurs enregistrées sont "
-"visibles."
#: doc/classes/TextEdit.xml
msgid "String value of the [TextEdit]."
@@ -74748,9 +75288,8 @@ msgstr ""
"Définit le [StyleBox] de ce [TextEdit] quand [member readonly] est activé."
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid "Generate an [PrimitiveMesh] from the text."
-msgstr "Générer un [TriangleMesh] à partir du maillage."
+msgstr "Génère un [PrimitiveMesh] à partir du texte."
#: doc/classes/TextMesh.xml
msgid ""
@@ -74775,9 +75314,8 @@ msgid ""
msgstr ""
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid "[Font] used for the [TextMesh]'s text."
-msgstr "[Font] utilisée pour le texte du [Label]."
+msgstr "La [Font] utilisée pour le texte du [TextMesh]."
#: doc/classes/TextMesh.xml
msgid ""
@@ -74786,14 +75324,12 @@ msgid ""
msgstr ""
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid "The size of one pixel's width on the text to scale it in 3D."
-msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D."
+msgstr "La taille d'un des pixels du texte pour définir sa taille en 3D."
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid "The text to generate mesh from."
-msgstr "Le type à partir duquel obtenir la constante."
+msgstr ""
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
@@ -74851,9 +75387,8 @@ msgid "Returns the texture width."
msgstr "Renvoie la largeur de texture."
#: doc/classes/Texture.xml
-#, fuzzy
msgid "Returns [code]true[/code] if this [Texture] has an alpha channel."
-msgstr "Retourne [code]true[/code] (vrai) si la chaîne de caractères est vide."
+msgstr ""
#: doc/classes/Texture.xml
msgid ""
@@ -74912,9 +75447,8 @@ msgid "Texture is a video surface."
msgstr "La texture est une surface vidéo."
#: doc/classes/Texture3D.xml
-#, fuzzy
msgid "Texture with 3 dimensions."
-msgstr "Retourne les dimensions de bitmap."
+msgstr ""
#: doc/classes/Texture3D.xml
msgid ""
@@ -75498,46 +76032,33 @@ msgid "Clears all values on the theme."
msgstr "Efface toutes les valeurs de ce thème."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
-msgstr "Multiplie le transform [code]a[/code] par le transform [code]b[/code]."
+msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de "
-"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de "
-"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de "
-"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de "
-"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
msgid ""
@@ -75560,13 +76081,10 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr "Définit les valeurs du thème à partir d'une copie d'un thème donné."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de "
-"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
msgid ""
@@ -75581,13 +76099,10 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de "
-"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
msgid ""
@@ -75623,13 +76138,10 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
"[code]node_type[/code]."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de "
-"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
msgid ""
@@ -75706,11 +76218,9 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
-"Retourne l'index de l'élément avec l'identifiant [code]id[/code] spécifié."
#: doc/classes/Theme.xml
msgid ""
@@ -75730,13 +76240,10 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this theme has a valid [member default_font] "
"value."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de "
-"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
msgid ""
@@ -75770,13 +76277,10 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
-"Retourne [code]true[/code] si la piste donnée est importée. Sinon retourne "
-"[code]false[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -75903,9 +76407,8 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid "Theme's [Color] item type."
-msgstr "Le type [Color] du thème."
+msgstr "Le type de l'élément [Color] du thème."
#: doc/classes/Theme.xml
msgid "Theme's constant item type."
@@ -76074,13 +76577,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
-#, fuzzy
msgid ""
"Returns an array of all cells with the given tile index specified in "
"[code]id[/code]."
msgstr ""
-"Renvoie la texture de l’atlas de police de caractères à l’index [code]idx[/"
-"code]."
#: doc/classes/TileMap.xml
msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
@@ -76195,9 +76695,8 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
-#, fuzzy
msgid "If [code]true[/code], this TileMap bakes a navigation region."
-msgstr "Si [code]true[/code], l'animation nommée existe."
+msgstr ""
#: doc/classes/TileMap.xml
#, fuzzy
@@ -76231,11 +76730,10 @@ msgstr ""
"valeurs possibles."
#: doc/classes/TileMap.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the TileMap's direct children will be drawn in order "
"of their Y coordinate."
-msgstr "Si [code]true[/code], la frontière de la ligne sera anti-aliasée."
+msgstr ""
#: doc/classes/TileMap.xml
msgid ""
@@ -76391,7 +76889,6 @@ msgid "Tile origin at its bottom-left corner."
msgstr "Origine de tuile à son coin inférieur gauche."
#: doc/classes/TileSet.xml
-#, fuzzy
msgid "Tile library for tilemaps."
msgstr "La bibliothèque des tuiles pour les cartes."
@@ -77233,7 +77730,6 @@ msgstr ""
"[InputEventAction]."
#: doc/classes/TouchScreenButton.xml
-#, fuzzy
msgid "The button's bitmask."
msgstr "Le masque binaire du bouton."
@@ -77644,9 +78140,8 @@ msgid "Clears the server from all translations."
msgstr "Efface le serveur de toutes les traductions."
#: doc/classes/TranslationServer.xml
-#, fuzzy
msgid "Returns an array of all loaded locales of the project."
-msgstr "Renvoie la valeur absolue du paramètre."
+msgstr ""
#: doc/classes/TranslationServer.xml
msgid ""
@@ -77889,9 +78384,8 @@ msgid ""
msgstr ""
#: doc/classes/Tree.xml
-#, fuzzy
msgid "Causes the [Tree] to jump to the specified [TreeItem]."
-msgstr "Définit la position du nœud spécifié."
+msgstr ""
#: doc/classes/Tree.xml
msgid ""
@@ -78329,13 +78823,10 @@ msgstr ""
"[code]column[/code]."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the [Texture] of the button at index [code]button_idx[/code] in "
"column [code]column[/code]."
msgstr ""
-"Rentourne [code]true[/code] (vrai) si le bouton d'index [code]button[/code] "
-"est préssé. Voir [enum JoyButtonList]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -78350,13 +78841,10 @@ msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Retourne le nombre de boutons dans la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the id for the button at index [code]button_idx[/code] in column "
"[code]column[/code]."
msgstr ""
-"Rentourne [code]true[/code] (vrai) si le bouton d'index [code]button[/code] "
-"est préssé. Voir [enum JoyButtonList]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -78367,9 +78855,8 @@ msgstr ""
"[code]button_idx[/code] dans la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid "Returns the column's cell mode."
-msgstr "Retourne le mode de la cellule de la colonne."
+msgstr "Retourne le mode des cellules de la colonne."
#: doc/classes/TreeItem.xml
msgid ""
@@ -78391,9 +78878,8 @@ msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
msgstr "Retourne [code]true[/code] si [code]expand_right[/code] est défini."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid "Returns the given column's icon [Texture]. Error if no icon is set."
-msgstr "Retourne l'alignement du texte de la colonne donnée."
+msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the column's icon's maximum width."
@@ -78414,16 +78900,14 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the next sibling TreeItem in the tree or a null object if there is "
"none."
msgstr ""
-"Retourne le TreeItem précédent dans l'arbre ou un objet nul s'il n'y en a "
-"pas."
+"Retourne le TreeItem suivant dans l'arborescence, ou l'objet null s'il n'y "
+"en a pas."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the next visible sibling TreeItem in the tree or a null object if "
"there is none.\n"
@@ -78431,7 +78915,8 @@ msgid ""
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
-"Retourne le TreeItem suivant visible dans l'arborescence ou null si aucun.\n"
+"Retourne le TreeItem voisin suivant visible dans l'arborescence, ou null si "
+"aucun.\n"
"Si [code]wrap[/code] est activé, la méthode repartira depuis le premier "
"élément visible de l'arborescence si elle est appelé sur le dernier élément, "
"sinon elle retournera [code]null[/code]."
@@ -78441,16 +78926,14 @@ msgid "Returns the parent TreeItem or a null object if there is none."
msgstr "Renvoie le TreeItem parent ou un objet nul s’il n’y en a pas."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the previous sibling TreeItem in the tree or a null object if there "
"is none."
msgstr ""
-"Retourne le TreeItem précédent dans l'arbre ou un objet nul s'il n'y en a "
-"pas."
+"Retourne le TreeItem précédent dans l'arborescence, ou l'objet null s'il n'y "
+"en a pas."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the previous visible sibling TreeItem in the tree or a null object "
"if there is none.\n"
@@ -78458,8 +78941,8 @@ msgid ""
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
-"Retourne le TreeItem précédent visible dans l'arborescence ou null si "
-"aucun.\n"
+"Retourne le TreeItem voisin précédent visible dans l'arborescence, ou null "
+"si aucun.\n"
"Si [code]wrap[/code] est activé, la méthode repartira depuis le dernier "
"élément visible de l'arborescence si elle est appelé sur le premier élément, "
"sinon elle retournera [code]null[/code]."
@@ -78541,12 +79024,10 @@ msgid "Selects the column [code]column[/code]."
msgstr "Sélectionne la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Sets the given column's button [Texture] at index [code]button_idx[/code] to "
"[code]button[/code]."
msgstr ""
-"Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -78846,7 +79327,6 @@ msgid ""
msgstr ""
#: doc/classes/Tween.xml
-#, fuzzy
msgid ""
"Resets all tweens to their initial values (the ones given, not those before "
"the tween)."
@@ -79960,9 +80440,8 @@ msgid "Vertical box container."
msgstr "Conteneur vertical."
#: doc/classes/VBoxContainer.xml
-#, fuzzy
msgid "Vertical box container. See [BoxContainer]."
-msgstr "Conteneur vertical. Voir [BoxContainer]."
+msgstr "Conteneur de boites vertical. Voir [BoxContainer]."
#: doc/classes/VBoxContainer.xml
msgid "The vertical space between the [VBoxContainer]'s elements."
@@ -80186,9 +80665,8 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid "Returns this vector projected onto the vector [code]b[/code]."
-msgstr "Retourne le vecteur projeté sur le vecteur [code]b[/code]."
+msgstr "Retourne ce vecteur projeté sur le vecteur [code]b[/code]."
#: doc/classes/Vector2.xml
msgid ""
@@ -80197,13 +80675,12 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml
-#, fuzzy
msgid ""
"Returns the vector rotated by [code]angle[/code] (in radians). See also "
"[method @GDScript.deg2rad]."
msgstr ""
-"Retourne le vecteur pivoté par [code]phi[/code] en radians. Voir aussi "
-"[method @GDScript.deg2rad]."
+"Retourne le vecteur pivoté par [code]angle[/code] (en radians). Voir aussi ["
+"method @GDScript.deg2rad]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80805,7 +81282,6 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-#, fuzzy
msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
"La ressource [VideoStream] pour les formats vidéo implémentés via GDNative."
@@ -80961,12 +81437,10 @@ msgid "Returns the topmost modal in the stack."
msgstr "Retourne la vue exclusive la plus en avant dans la pile."
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"Returns the mouse's position in this [Viewport] using the coordinate system "
"of this [Viewport]."
msgstr ""
-"Retourne la position de la souris par rapport à la position de cet élément."
#: doc/classes/Viewport.xml
msgid "Returns information about the viewport from the rendering pipeline."
@@ -80977,9 +81451,8 @@ msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Returns the size override set with [method set_size_override]."
-msgstr "Renvoie le mode de remplacement de l’espace pour la zone."
+msgstr ""
#: doc/classes/Viewport.xml
msgid ""
@@ -81009,9 +81482,8 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Returns [code]true[/code] if there are visible modals on-screen."
-msgstr "Retourne [code]true[/code] si la colonne donnée est cochée."
+msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns [code]true[/code] if the drag operation is successful."
@@ -81074,9 +81546,8 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "If [code]true[/code], the viewport will be used in AR/VR process."
-msgstr "Si [code]true[/code], la texture sera centrée."
+msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
@@ -81260,10 +81731,8 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "If [code]true[/code], the size override affects stretch as well."
msgstr ""
-"Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité."
#: doc/classes/Viewport.xml
msgid ""
@@ -81294,9 +81763,8 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "The custom [World] which can be used as 3D environment source."
-msgstr "Une constante [Transform], qui peut être utilisée comme nœud d’entrée."
+msgstr ""
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
@@ -81397,14 +81865,12 @@ msgid "Amount of surface changes in frame."
msgstr "Le nombre de surfaces changées à chaque trame."
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Amount of draw calls in frame."
-msgstr "Le nombre d'appels d'affichage à chaque trame."
+msgstr "Le nombre d'appels de dessin à chaque trame."
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Amount of items or joined items in frame."
-msgstr "Quantité d’objets dans le cadre."
+msgstr ""
#: doc/classes/Viewport.xml
msgid "Represents the size of the [enum RenderInfo] enum."
@@ -81651,15 +82117,14 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr "Cet activateur arrêtera les nœuds [Particles2D]."
#: doc/classes/VisibilityEnabler2D.xml
-#, fuzzy
msgid "This enabler will stop the parent's [method Node._process] function."
-msgstr "Cet activateur arrêtera la fonction _process du parent."
+msgstr "Cet activateur arrêtera la fonction [method Node._process] du parent."
#: doc/classes/VisibilityEnabler2D.xml
-#, fuzzy
msgid ""
"This enabler will stop the parent's [method Node._physics_process] function."
-msgstr "Cet activateur arrêtera la fonction _physics_process du parent."
+msgstr ""
+"Cet activateur arrêtera la fonction [method Node._physics_process] du parent."
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will stop [AnimatedSprite] nodes animations."
@@ -81713,15 +82178,12 @@ msgid ""
msgstr ""
#: doc/classes/VisibilityNotifier.xml
-#, fuzzy
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
-msgstr ""
-"Émis lorsque le VisibilityNotifier3D entre dans la vue d’un [Camera3D]."
+msgstr "Émis lorsque le VisibilityNotifier entre dans la vue d’un [Camera]."
#: doc/classes/VisibilityNotifier.xml
-#, fuzzy
msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
-msgstr "Émis lorsque le VisibilityNotifier3D quitte la vue d'un [Camera3D]."
+msgstr "Émis lorsque le VisibilityNotifier quitte la vue d'un [Camera]."
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters the screen."
@@ -81754,9 +82216,8 @@ msgid ""
msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
-#, fuzzy
msgid "The VisibilityNotifier2D's bounding rectangle."
-msgstr "Rectangle englobant de VisibilityNotifier2D."
+msgstr "Le rectangle englobant du VisibilityNotifier2D."
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D enters the screen."
@@ -81794,6 +82255,8 @@ msgid ""
"Returns the [AABB] (also known as the bounding box) for this "
"[VisualInstance]. See also [method get_transformed_aabb]."
msgstr ""
+"Retourne le [AABB] (\"bounding box\") pour cette [VisualInstance]. Voir "
+"aussi [method get_transformed_aaabb]."
#: doc/classes/VisualInstance.xml
msgid ""
@@ -81801,6 +82264,8 @@ msgid ""
"example, if the Node is a [MeshInstance], this will return the RID of the "
"associated [Mesh]."
msgstr ""
+"Retourne le RID de la ressource associée à cette [VisualInstance]. Par "
+"exemple, si le nœud est une [MeshInstance], cela retournera le RID du [Mesh]."
#: doc/classes/VisualInstance.xml
msgid ""
@@ -81808,12 +82273,18 @@ msgid ""
"by [method VisualServer.instance_create]. This RID is needed if you want to "
"call [VisualServer] functions directly on this [VisualInstance]."
msgstr ""
+"Retourne le RID de cette instance. Ce RID est le même que le RID retourné "
+"par [method VisualServer.instance_create]. Ce RID est nécessaire si vous "
+"voulez appeler les fonctions [VisualServer] directement sur cette "
+"[VisualInstance]."
#: doc/classes/VisualInstance.xml
msgid ""
"Returns [code]true[/code] when the specified layer is enabled in [member "
"layers] and [code]false[/code] otherwise."
msgstr ""
+"Retourne [code]true[/code] si le calque spécifié est actif, ou "
+"[code]false[/code] sinon."
#: doc/classes/VisualInstance.xml
msgid ""
@@ -81822,6 +82293,11 @@ msgid ""
"Transformed in this case means the [AABB] plus the position, rotation, and "
"scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
msgstr ""
+"Retourne la [AABB] (\"bounding box\") transformée pour cette "
+"[VisualInstance].\n"
+"Transformé dans ce cas veut dire la [AABB] plus sa position, la rotation et "
+"la mise à l'échelle de la [Transform] du [Spatial]. Voir aussi [method "
+"get_aabb]."
#: doc/classes/VisualInstance.xml
msgid ""
@@ -81829,6 +82305,9 @@ msgid ""
"changes how the engine handles the [VisualInstance] under the hood. "
"Equivalent to [method VisualServer.instance_set_base]."
msgstr ""
+"Définit la ressource qui est instanciée par cette [VisualInstance] qui "
+"modifie la façon dont le moteur gère la [VisualInstance] en interne. "
+"Équivalent à [method VisualServer.instance_set_base]."
#: doc/classes/VisualInstance.xml
msgid "Enables a particular layer in [member layers]."
@@ -81840,10 +82319,14 @@ msgid ""
"This object will only be visible for [Camera]s whose cull mask includes the "
"render object this [VisualInstance] is set to."
msgstr ""
+"Le(s) calque(s) de rendu où cette [VisualInstance] est dessinée.\n"
+"Cet objet ne sera visible que pour les [Camera] où le masque de cull inclut "
+"l'objet de rendu auquel [VisualInstance] est défini."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
+"Un script implémenté dans l'environnement de programmation Visual Script."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
@@ -81872,6 +82355,8 @@ msgid ""
"Add a variable to the VisualScript, optionally giving it a default value or "
"marking it as exported."
msgstr ""
+"Ajouter une variable au VisualScript, en option lui donnant une valeur par "
+"défaut ou la marquant comme exporté."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
@@ -81927,7 +82412,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the id of a function's entry point node."
-msgstr ""
+msgstr "Retourne l'identifiant d'un nœud de point d'entrée de la fonction."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the position of the center of the screen for a given function."
@@ -81954,6 +82439,8 @@ msgid ""
"Returns the information for a given variable as a dictionary. The "
"information includes its name, type, hint and usage."
msgstr ""
+"Retourne les informations d'une variable donnée dans un dictionnaire. Les "
+"informations comprennent son nom, son type, un indice et son usage."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a signal exists with the specified name."
@@ -82014,16 +82501,23 @@ msgid ""
"Unlike [method data_connect], there isn't a [code]to_port[/code], since the "
"target node can have only one sequence port."
msgstr ""
+"Connecte deux ports d'une séquence. L'exécution passera de "
+"[code]from_output[/code] de [code]from_node[/code] vers [code]to_node[/code]."
+"\n"
+"Contrairement à [method data_connect], il n'y a pas ∂e [code]to_port[/code], "
+"puisque le nœud cible ne peut avoir qu'un seul port dans la séquence."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Disconnect two sequence ports previously connected with [method "
"sequence_connect]."
msgstr ""
+"Déconnecte deux ports de séquence précédemment connectés avec [method "
+"sequence_connect]."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Position the center of the screen for a function."
-msgstr ""
+msgstr "Positionne le centre de l'écran sur une fonction."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Set the base type of the script."
@@ -82054,13 +82548,15 @@ msgstr "Émis quand les ports d'un nœud ont changés."
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "A Visual Script node representing a constant from the base types."
-msgstr ""
+msgstr "Un nœud Visual Script représentant une constante d'un type de base."
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid ""
"A Visual Script node representing a constant from base types, such as "
"[constant Vector3.AXIS_X]."
msgstr ""
+"Un nœud Visual Script représentant une constante des types de base, comme ["
+"constant Vector3.AXIS_X]."
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "The type to get the constant from."
@@ -82072,7 +82568,7 @@ msgstr "Le nom de la constante à retourner."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "A Visual Script node used to call built-in functions."
-msgstr ""
+msgstr "Un nœud Visual Script utilisé pour appeler des fonctions intégrées."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -82080,6 +82576,9 @@ msgid ""
"function or an utility function.\n"
"See also [@GDScript], for the same functions in the GDScript language."
msgstr ""
+"Une fonction intégrée utilisée dans un [VisualScript]. C'est généralement "
+"une fonction de mathématiques ou une fonction utilitaire.\n"
+"Voir aussi @[GDScript], pour les mêmes fonctions dans le langage GDScript."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "The function to be executed."
@@ -82126,6 +82625,8 @@ msgid ""
"Return the arc tangent of the input, using the signs of both parameters to "
"determine the exact angle."
msgstr ""
+"Retourner l'arc tangente de l'entrée, en utilisant les signes des deux "
+"paramètres pour déterminer l'angle exact."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the square root of the input."
@@ -82144,6 +82645,8 @@ msgid ""
"Return the positive remainder of one input divided by the other, using "
"floating-point numbers."
msgstr ""
+"Retourner le reste positif d'une entrée divisée par l'autre, en utilisant "
+"des flottants."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input rounded down."
@@ -82166,6 +82669,8 @@ msgid ""
"Return the sign of the input, turning it into 1, -1, or 0. Useful to "
"determine if the input is positive or negative."
msgstr ""
+"Retourner le signe de l'entrée, le transformant en 1, -1, ou 0. Utile pour "
+"déterminer si l'entrée est positive ou négative."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input raised to a given power."
@@ -82176,18 +82681,26 @@ msgid ""
"Return the natural logarithm of the input. Note that this is not the typical "
"base-10 logarithm function calculators use."
msgstr ""
+"Retourner le logarithme népérien de l'entrée. Notez que ce n'est pas "
+"l'utilisation typique des calculatrices avec la fonction logarithme en "
+"base-10."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the mathematical constant [b]e[/b] raised to the specified power of "
"the input. [b]e[/b] has an approximate value of 2.71828."
msgstr ""
+"Retourner la constante mathématique [b]e[/b] à la puissance spécifiée par "
+"l'entrée. [b]e[/b] a une valeur approximativement égal à 2.71828."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return whether the input is NaN (Not a Number) or not. NaN is usually "
"produced by dividing 0 by 0, though other ways exist."
msgstr ""
+"Retourne si l'entrée la valeur spéciale NaN qui signifie que ce n'est pas un "
+"nombre (\"Not a Number\") ou non. NaN est généralement produit en divisant 0 "
+"par 0, entre autre."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -82195,6 +82708,8 @@ msgid ""
"Infinity is usually produced by dividing a number by 0, though other ways "
"exist."
msgstr ""
+"Retourne si l'entrée est un nombre flottant infini ou non. L'infini est "
+"généralement produit en divisant un nombre par 0, entre autre."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -82207,7 +82722,6 @@ msgstr ""
"progressive."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
-#, fuzzy
msgid ""
"Return the number of digit places after the decimal that the first non-zero "
"digit occurs."
@@ -82217,13 +82731,16 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input snapped to a given step."
-msgstr ""
+msgstr "Retourner l'entrée arrondie à l'étape donnée la plus proche."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return a number linearly interpolated between the first two inputs, based on "
"the third input. Uses the formula [code]a + (a - b) * t[/code]."
msgstr ""
+"Retourner un nombre linéairement interpolé entre les deux premières entrées, "
+"basé sur la troisième entrée. Utilise la formule [code]a + (a - b) * "
+"t[/code]."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Moves the number toward a value, based on the third input."
@@ -82250,12 +82767,17 @@ msgid ""
"N (where N is smaller than 2^32 - 1), you can use it with the remainder "
"function."
msgstr ""
+"Retourner une entier de 32 bits aléatoire. Pour obtenir une valeur aléatoire "
+"entre 0 et N (où N est plus petit que 2^32 - 1), vous pouvez l'utiliser avec "
+"la fonction modulo (retournant le reste de la division euclidienne)."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return a random floating-point value between 0 and 1. To obtain a random "
"value between 0 to N, you can use it with multiplication."
msgstr ""
+"Retourner un flottant aléatoire entre 0 et 1. Pour obtenir une valeur "
+"aléatoire entre 0 à N, vous pouvez multiplier cette valeur avec N."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return a random floating-point value between the two inputs."
@@ -82304,6 +82826,9 @@ msgid ""
"never outside it. Equivalent to [code]min(max(input, range_low), range_high)"
"[/code]."
msgstr ""
+"Retourner l'entrée limitée à l'intervalle donné, s'assurant que le résultat "
+"n'est jamais en dehors de l'intervalle. Équivalent à [code]min(max(input, "
+"minimum), maximum)[/code]."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the nearest power of 2 to the input."
@@ -82326,6 +82851,8 @@ msgid ""
"Return the type of the input as an integer. Check [enum Variant.Type] for "
"the integers that might be returned."
msgstr ""
+"Retourner le type d'entrée en entier. Regardez [enum Variant.Type] pour les "
+"valeurs des entiers qui peuvent être retournés."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Checks if a type is registered in the [ClassDB]."
@@ -82378,6 +82905,8 @@ msgid ""
"Return the [Color] with the given name and alpha ranging from 0 to 1.\n"
"[b]Note:[/b] Names are defined in [code]color_names.inc[/code]."
msgstr ""
+"Retourner la [Color] avec le nom donné et alpha allant de 0 à 1.\n"
+"[b]Note :[/b] Les noms sont définis dans [code]color_names.inc[/code]."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -82389,6 +82918,14 @@ msgid ""
"return t * t * (3.0 - 2.0 * t)\n"
"[/codeblock]"
msgstr ""
+"Retourner un nombre correctement interpolé entre les deux premières entrées, "
+"en fonction de la troisième entrée. Comme [constant MATH_LERP], mais "
+"interpole plus rapidement au début et plus lentement à la fin. Utiliser la "
+"formule d'interpolation de Hermite:\n"
+"[codeblock]\n"
+"var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n"
+"return t * t * (3.0 - 2.0 * t)\n"
+"[/codeblock]"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Represents the size of the [enum BuiltinFunc] enum."
@@ -82503,6 +83040,8 @@ msgid ""
"A Visual Script node which calls a base type constructor. It can be used for "
"type conversion as well."
msgstr ""
+"Un nœud Visual Script qui appelle un constructeur de type de base. Il peut "
+"également être utilisé pour la conversion de type."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "A scripted Visual Script node."
@@ -82511,6 +83050,8 @@ msgstr "Un nœud Visual Script scripté."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "A custom Visual Script node which can be scripted in powerful ways."
msgstr ""
+"Un nœud Visual Script personnalisé qui peut être scripté de plein de "
+"manières."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the node's title."
@@ -82564,6 +83105,8 @@ msgid ""
"Return the specified output port's hint. See the [enum @GlobalScope."
"PropertyHint] hints."
msgstr ""
+"Retourne l'indice du port de sortie spécifié. Voir les indices dans [enum "
+"@GlobalScope.PropertyHint]."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified output port's hint string."
@@ -82574,10 +83117,11 @@ msgid "Return the specified output port's name."
msgstr "Retourne le nom du port de sortie spécifié."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
-#, fuzzy
msgid ""
"Return the specified output port's type. See the [enum Variant.Type] values."
-msgstr "Représente la taille de l'énumération [enum Variant.Type]."
+msgstr ""
+"Retourne le type du port de sortie spécifié. Voir [enum Variant.Type] "
+"valeurs."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -82585,6 +83129,9 @@ msgid ""
"[b]sequence[/b] port (if there is none, on the place that is usually taken "
"by it)."
msgstr ""
+"Retourne le texte du nœud personnalisé, qui est affiché juste à côté du port "
+"d'entrée [b]séquence[/b] (s'il n'y en a aucun, à l'emplacement où "
+"habituellement pris par lui)."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -82617,18 +83164,24 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "The start mode used the first time when [method _step] is called."
msgstr ""
+"Le mode de démarrage a utilisé la première fois que [method _step] est "
+"appelée."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"The start mode used when [method _step] is called after coming back from a "
"[constant STEP_PUSH_STACK_BIT]."
msgstr ""
+"Le mode de démarrage utilisé lorsque [method _step] est appelé après être "
+"revenu de [constant STEP_PUSH_STACK_BIT]."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"The start mode used when [method _step] is called after resuming from "
"[constant STEP_YIELD_BIT]."
msgstr ""
+"Le mode de démarrage utilisé lorsque [method _step] est appelé après être "
+"revenu de [constant STEP_YIELD_BIT]."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -82644,6 +83197,9 @@ msgid ""
"Hint used by [method _step] to tell that control should return back, either "
"hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function."
msgstr ""
+"L'indice utilisé par [method _step] pour dire que la commande doit revenir, "
+"soit en atteignant un précédent [constant STEP_PUSH_STACK_BIT] ou en sortant "
+"de la fonction."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -82659,11 +83215,17 @@ msgid ""
"Using this requires you to have at least one working memory slot, which is "
"used for the [VisualScriptFunctionState]."
msgstr ""
+"L'indice utilisé par [method _step] pour dire que la fonction doit être "
+"attendue.\n"
+"En utilisant cela, vous devez avoir au moins un emplacement de mémoire "
+"fonctionnel, qui est utilisé pour [VisualScriptFunctionState]."
#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
msgid ""
"A Visual Script node which deconstructs a base type instance into its parts."
msgstr ""
+"Un nœud Visual Script qui déconstruit une instance de type de base en ses "
+"différentes parties."
#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
msgid "The type to deconstruct."
@@ -82674,12 +83236,16 @@ msgid ""
"Add a custom Visual Script node to the editor. It'll be placed under "
"\"Custom Nodes\" with the [code]category[/code] as the parameter."
msgstr ""
+"Ajoute un nœud Visual Script personnalisé à l'éditeur. Il sera placé sous "
+"\"Nœuds personnalisés\" avec la [code]category[/code] en paramètre."
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Remove a custom Visual Script node from the editor. Custom nodes already "
"placed on scripts won't be removed."
msgstr ""
+"Retire un nœud Visual Script personnalisé de l'éditeur. Les nœuds "
+"personnalisés déjà placés sur des scripts ne seront pas supprimés."
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid "Emitted when a custom Visual Script node is added or removed."
@@ -82697,6 +83263,11 @@ msgid ""
"[b]Output Ports:[/b]\n"
"- Sequence"
msgstr ""
+"Émet un signal spécifié quand il est exécuté.\n"
+"[b]Ports d'entrée :[/b]\n"
+"- Séquence : [code]emit[/code]\n"
+"[b]Ports de sortie :[/b]\n"
+"- Séquence"
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid "The signal to emit."
@@ -82704,16 +83275,15 @@ msgstr "Le signal à émettre."
#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
msgid "A Visual Script node returning a singleton from [@GlobalScope]."
-msgstr ""
+msgstr "Un nœud Visual Script retournant un singleton parmi @[GlobalScope]."
#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
msgid "The singleton's name."
msgstr "Le nom du singleton."
#: modules/visual_script/doc_classes/VisualScriptExpression.xml
-#, fuzzy
msgid "A Visual Script node that can execute a custom expression."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script qui peut exécuter une expression personnalisée."
#: modules/visual_script/doc_classes/VisualScriptExpression.xml
msgid ""
@@ -82734,9 +83304,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
-#, fuzzy
msgid "A Visual Script node for calling a function."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script pour appeler une fonction."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
@@ -82750,6 +83319,8 @@ msgid ""
"The script to be used when [member call_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
+"Le script à utiliser lorsque [member call_mode] est défini à [constant "
+"CALL_MODE_INSTANCE]."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
@@ -82757,18 +83328,24 @@ msgid ""
"The base type to be used when [member call_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
+"Le type de base à utiliser lorsque [member call_mode] est défini à [constant "
+"CALL_MODE_INSTANCE]."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The type to be used when [member call_mode] is set to [constant "
"CALL_MODE_BASIC_TYPE]."
msgstr ""
+"Le type à utiliser lorsque [member call_mode] est défini à [constant "
+"CALL_MODE_BASIC_TYPE]."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"[code]call_mode[/code] determines the target object on which the method will "
"be called. See [enum CallMode] for options."
msgstr ""
+"[code]call_mode[/code] détermine l'objet cible sur lequel la méthode sera "
+"appelée. Voir [enum CallMode] pour les options."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The name of the function to be called."
@@ -82780,12 +83357,16 @@ msgid ""
"The node path to use when [member call_mode] is set to [constant "
"CALL_MODE_NODE_PATH]."
msgstr ""
+"Le chemin nœud à utiliser lorsque [member call_mode] est défini à [constant "
+"CALL_MODE_NODE_PATH]."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The mode for RPC calls. See [method Node.rpc] for more details and [enum "
"RPCCallMode] for available options."
msgstr ""
+"Le mode pour les appels RPC. Voir [method Node.rpc] pour plus de détails et ["
+"enum RPCCallMode] pour les options disponibles."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
@@ -82801,12 +83382,17 @@ msgid ""
"Can't be higher than the number of available default arguments in the "
"method's declaration."
msgstr ""
+"Le nombre d'arguments par défaut qui seront utilisés lors de l'appel de la "
+"fonction. Ne peut être supérieur au nombre d'arguments par défaut "
+"disponibles dans la déclaration de la méthode."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"If [code]false[/code], call errors (e.g. wrong number of arguments) will be "
"ignored."
msgstr ""
+"Si [code]false[/code], les erreurs d'appel (par exemple le nombre erroné "
+"d'arguments) seront ignorées."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on this [Object]."
@@ -82815,12 +83401,15 @@ msgstr "La méthode sera appelée sur cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on the given [Node] in the scene tree."
msgstr ""
+"La méthode sera appelée sur le [Node] donné dans l'arborescence de la scène."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The method will be called on an instanced node with the given type and "
"script."
msgstr ""
+"La méthode sera appelée sur un nœud instancié avec le type et le script "
+"donnés."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
@@ -82852,6 +83441,8 @@ msgid ""
"The method will be called remotely for the given peer, using an unreliable "
"protocol."
msgstr ""
+"La méthode sera appelée à distance pour le pair donné, en utilisant un "
+"protocole non fiable."
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "A Visual Script node representing a function state."
@@ -82862,12 +83453,16 @@ msgid ""
"[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be "
"used to resume a paused function call."
msgstr ""
+"[VisualScriptFunctionState] est retourné depuis [VisualScriptYield] et peut "
+"être utilisé pour reprendre un appel de fonction en pause."
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid ""
"Connects this [VisualScriptFunctionState] to a signal in the given object to "
"automatically resume when it's emitted."
msgstr ""
+"Connecte ce [VisualScriptFunctionState] à un signal dans l'objet donné pour "
+"reprendre automatiquement lorsqu'il est émis."
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "Returns whether the function state is valid."
@@ -82876,61 +83471,63 @@ msgstr "Retourne si l'état de la fonction est valide."
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "Resumes the function to run from the point it was yielded."
msgstr ""
+"Reprend la fonction à exécuter à partir du point où elle a été suspendue."
#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
-#, fuzzy
msgid "A Visual Script node returning a constant from [@GlobalScope]."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script retournant une constante de [@GlobalScope]."
#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
msgid "The constant to be used."
msgstr "La constante à utiliser."
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
-#, fuzzy
msgid "A Visual Script node for getting a value from an array or a dictionary."
msgstr ""
-"Nœud de script visuel utilisé pour créer un tableau à partir d’une liste "
-"d’éléments."
+"Un nœud Visual Script pour obtenir une valeur d'un tableau ou d'un "
+"dictionnaire."
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
msgid ""
"[VisualScriptIndexGet] will return the value stored in an array or a "
"dictionary under the given index."
msgstr ""
+"[VisualScriptIndexGet] retourne la valeur enregistrée dans un tableau ou un "
+"dictionnaire à l'index donné."
#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
-#, fuzzy
msgid "A Visual Script node for setting a value in an array or a dictionary."
msgstr ""
-"Nœud de script visuel utilisé pour créer un tableau à partir d’une liste "
-"d’éléments."
+"Un nœud Visual Script pour définir une valeur dans un tableau ou un "
+"dictionnaire."
#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
msgid ""
"[VisualScriptIndexSet] will set the value stored in an array or a dictionary "
"under the given index to the provided new value."
msgstr ""
+"[VisualScriptIndexSet] définira la valeur enregistrée dans un tableau ou un "
+"dictionnaire à l'index donné avec la nouvelle valeur fournie."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "A Visual Script node returning a state of an action."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script retournant l'état de l'action."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid ""
"[VisualScriptInputAction] can be used to check if an action is pressed or "
"released."
msgstr ""
+"[VisualScriptInputAction] peut être utilisé pour vérifier si une action est "
+"pressée ou relâchée."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "Name of the action."
msgstr "Le nom de l'action."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "State of the action to check. See [enum Mode] for options."
-msgstr "La fonction à calculer. Voir [enum Function] pour les options."
+msgstr "L'état de l'action à vérifier. Voir [enum Mode] pour les options."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "[code]True[/code] if action is pressed."
@@ -82969,32 +83566,31 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "A Visual Script virtual class for in-graph editable nodes."
msgstr ""
+"Une classe virtuelle Visual Script pour les nœuds modifiables dans le graphe."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid ""
"A Visual Script virtual class that defines the shape and the default "
"behavior of the nodes that have to be in-graph editable nodes."
msgstr ""
+"Une classe virtuelle Visual Script qui définit la forme et le comportement "
+"par défaut des nœuds qui doivent être des nœuds modifiables dans le graphe."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
-#, fuzzy
msgid "Adds an input port to the Visual Script node."
-msgstr "Un nœud Visual Script scripté."
+msgstr "Ajoute un port d'entrée au nœud Visual Script."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
-#, fuzzy
msgid "Adds an output port to the Visual Script node."
-msgstr "Un nœud Visual Script scripté."
+msgstr "Ajoute un port de sortie au nœud Visual Script."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
-#, fuzzy
msgid "Removes an input port from the Visual Script node."
-msgstr "Supprime un nœud de la sélection."
+msgstr "Supprime un port d'entrée du nœud Visual Script."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
-#, fuzzy
msgid "Removes an output port from the Visual Script node."
-msgstr "Supprime un nœud de la sélection."
+msgstr "Supprime un port de sortie du nœud Visual Script."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Sets the name of an input port."
@@ -83127,13 +83723,15 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Returns the [VisualScript] instance the node is bound to."
-msgstr ""
+msgstr "Retourne l'instance [VisualScript] liée à ce nœud."
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid ""
"Notify that the node's ports have changed. Usually used in conjunction with "
"[VisualScriptCustomNode] ."
msgstr ""
+"Notifie quand les ports de ce nœud ont changé. Habituellement utilisé avec "
+"[VisualScriptCustomNode] ."
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Change the default value of a given port."
@@ -83144,11 +83742,8 @@ msgid "Emitted when the available input/output ports are changed."
msgstr "Émis quand les ports entrants/sortants sont changés."
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
-#, fuzzy
msgid "A Visual Script node that performs an operation on two values."
-msgstr ""
-"Nœud de script visuel utilisé pour créer un tableau à partir d’une liste "
-"d’éléments."
+msgstr "Un nœud Visual Script qui effectue une opération sur deux valeurs."
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
msgid ""
@@ -83160,21 +83755,18 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
-#, fuzzy
msgid ""
"The operation to be performed. See [enum Variant.Operator] for available "
"options."
msgstr ""
-"Type de multiplication à effectuer. Voir [enum Operator] pour les options."
+"Le type d'opération à effectuer. Voir [enum Variant.Operator] pour les "
+"options disponibles."
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
-#, fuzzy
msgid ""
"The type of the values for this operation. See [enum Variant.Type] for "
"available options."
msgstr ""
-"Définit la valeur d’un paramètre de zone. Voir [enum AreaParameter] pour une "
-"liste de paramètres disponibles."
#: modules/visual_script/doc_classes/VisualScriptPreload.xml
msgid "Creates a new [Resource] or loads one from the filesystem."
@@ -83195,17 +83787,17 @@ msgid "The [Resource] to load."
msgstr "La [Resource] à charger."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
-#, fuzzy
msgid "A Visual Script node returning a value of a property from an [Object]."
msgstr ""
-"Nœud de script visuel utilisé pour créer un tableau à partir d’une liste "
-"d’éléments."
+"Un nœud Visual Script retournant une valeur d'une propriété d'un [Object]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"[VisualScriptPropertyGet] can return a value of any property from the "
"current object or other objects."
msgstr ""
+"[VisualScriptPropertyGet] peut renvoyer une valeur de toute propriété de "
+"l'objet courant ou d'autres objets."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
@@ -83213,6 +83805,8 @@ msgid ""
"The script to be used when [member set_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
+"Le script à utiliser lorsque [member set_mode] est défini à [constant "
+"CALL_MODE_INSTANCE]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
@@ -83220,6 +83814,8 @@ msgid ""
"The base type to be used when [member set_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
+"Le type de base à utiliser lorsque [member set_mode] est défini à [constant "
+"CALL_MODE_INSTANCE]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
@@ -83227,12 +83823,16 @@ msgid ""
"The type to be used when [member set_mode] is set to [constant "
"CALL_MODE_BASIC_TYPE]."
msgstr ""
+"Le type à utiliser lorsque [member set_mode] est défini à [constant "
+"CALL_MODE_BASIC_TYPE]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"The indexed name of the property to retrieve. See [method Object."
"get_indexed] for details."
msgstr ""
+"Le nom indexé de la propriété à récupérer. Voir [method Object.get_indexed] "
+"pour plus de détails."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
@@ -83240,34 +83840,40 @@ msgid ""
"The node path to use when [member set_mode] is set to [constant "
"CALL_MODE_NODE_PATH]."
msgstr ""
+"Le chemin du nœud à utiliser lorsque [member set_mode] est défini à ["
+"constant CALL_MODE_NODE_PATH]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"The name of the property to retrieve. Changing this will clear [member "
"index]."
msgstr ""
+"Le nom de la propriété à récupérer. Changer cela effecera [member index]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"[code]set_mode[/code] determines the target object from which the property "
"will be retrieved. See [enum CallMode] for options."
msgstr ""
+"[code]set_mode[/code] détermine l'objet cible à partir duquel la propriété "
+"sera récupérée. Voir [enum CallMode] pour les options."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid "The property will be retrieved from this [Object]."
msgstr "La propriété sera récupérée depuis cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
-#, fuzzy
msgid "The property will be retrieved from the given [Node] in the scene tree."
msgstr ""
-"Le propriété est sérialisé et sauvegardé dans le fichier de la scène(défaut)."
+"La propriété sera récupérée du [Node] donné dans l'arborescence de la scène."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"The property will be retrieved from an instanced node with the given type "
"and script."
msgstr ""
+"La propriété sera récupérée à partir d'un nœud instancié avec le type et le "
+"script donnés."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
@@ -83277,23 +83883,23 @@ msgstr ""
"[Vector2])."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
-#, fuzzy
msgid "A Visual Script node that sets a property of an [Object]."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud de script visuel qui définit une propriété d'un [Object]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"[VisualScriptPropertySet] can set the value of any property from the current "
"object or other objects."
msgstr ""
+"[VisualScriptPropertySet] peut définir la valeur de toute propriété à partir "
+"de l'objet courant ou d'autres objets."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
-#, fuzzy
msgid ""
"The additional operation to perform when assigning. See [enum AssignOp] for "
"options."
msgstr ""
-"L'opérateur additionelle à effectuer lors de l'assignation. Voir [enum "
+"L'opérateur d'addition à effectuer lors de l'assignation. Voir [enum "
"AssignOp] pour les options."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
@@ -83301,32 +83907,37 @@ msgid ""
"The indexed name of the property to set. See [method Object.set_indexed] for "
"details."
msgstr ""
+"Le nom indexé de la propriété à définir. Voir [method Object.set_indexed] "
+"pour plus de détails."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The name of the property to set. Changing this will clear [member index]."
-msgstr ""
+msgstr "Le nom de la propriété à définir. Changer cela effecera [member index]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"[code]set_mode[/code] determines the target object on which the property "
"will be set. See [enum CallMode] for options."
msgstr ""
+"[code]set_mode[/code] détermine l'objet cible sur lequel la propriété sera "
+"définie. Voir [enum CallMode] pour les options."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be set on this [Object]."
msgstr "La propriété sera définie dans cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
-#, fuzzy
msgid "The property will be set on the given [Node] in the scene tree."
msgstr ""
-"Le propriété est sérialisé et sauvegardé dans le fichier de la scène(défaut)."
+"La propriété sera placée sur le [Node] donné dans l'arborescence de la scène."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be set on an instanced node with the given type and script."
msgstr ""
+"La propriété sera définie sur un nœud instancié avec le type et le script "
+"donnés."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be set on a GDScript basic type (e.g. [Vector2])."
@@ -83372,36 +83983,48 @@ msgid ""
"A modulo operation will be performed on the property and the value. "
"Equivalent of doing [code]%=[/code]."
msgstr ""
+"Une opération modulo sera effectuée sur la propriété et la valeur. Revient à "
+"écrire [code]%=[/code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be binarly shifted to the left by the given value. "
"Equivalent of doing [code]<<[/code]."
msgstr ""
+"La propriété sera transférée à gauche par la valeur donnée. Revient de "
+"écrire [code]<<[/code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be binarly shifted to the right by the given value. "
"Equivalent of doing [code]>>[/code]."
msgstr ""
+"La propriété sera transférée à droite par la valeur donnée. Revient de "
+"écrire [code]>>[/code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"A binary [code]AND[/code] operation will be performed on the property. "
"Equivalent of doing [code]&=[/code]."
msgstr ""
+"Une opération binaire [code]AND[/code] (et) sera effectuée sur la propriété. "
+"Revient à écrire [code]&=[/code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"A binary [code]OR[/code] operation will be performed on the property. "
"Equivalent of doing [code]|=[/code]."
msgstr ""
+"Une opération binaire [code]OR[/code] (ou) sera effectuée sur la propriété. "
+"Revient à écrire [code]|=[/code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"A binary [code]XOR[/code] operation will be performed on the property. "
"Equivalent of doing [code]^=[/code]."
msgstr ""
+"Une opération binaire [code]XOR[/code] (ou exclusif) sera effectuée sur la "
+"propriété. Revient à écrire [code]^=[/code]."
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "Exits a function and returns an optional value."
@@ -83536,9 +84159,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
-#, fuzzy
msgid "A Visual Script node that casts the given value to another type."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr ""
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
msgid ""
@@ -83606,9 +84228,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
-#, fuzzy
msgid "A Visual Script node used to pause a function execution."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script pour mettre en pause l'exécution d'une fonction."
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid ""
@@ -83617,11 +84238,11 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
-#, fuzzy
msgid ""
"The mode to use for yielding. See [enum YieldMode] for available options."
msgstr ""
-"Type de multiplication à effectuer. Voir [enum Operator] pour les options."
+"Le mode à utiliser pour suspendre. Voir [enum YieldMode] pour les options "
+"disponibles."
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]."
@@ -83640,9 +84261,8 @@ msgid "Yields a function and waits the given time."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
-#, fuzzy
msgid "A Visual Script node yielding for a signal."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script pour attendre un signal."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
@@ -83657,6 +84277,8 @@ msgid ""
"[code]call_mode[/code] determines the target object to wait for the signal "
"emission. See [enum CallMode] for options."
msgstr ""
+"[code]call_mode[/code] détermine l'objet cible à attendre avant l'émission "
+"du signal. Voir [enum CallMode] pour les options."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "The signal name to be waited for."
@@ -83668,11 +84290,11 @@ msgstr "Un signal depuis cet [Object] sera utilisé."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from the given [Node] in the scene tree will be used."
-msgstr ""
+msgstr "Un signal du [Node] donné dans l'arborescence de la scène sera utilisé."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from an instanced node with the given type will be used."
-msgstr ""
+msgstr "Un signal d'un nœud instancié avec le type donné sera utilisé."
#: doc/classes/VisualServer.xml
msgid "Server for anything visible."
@@ -83711,12 +84333,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets images to be rendered in the window margin."
msgstr ""
+"Définit des images dont le rendu sera fait dans les marges de la fenêtre."
#: doc/classes/VisualServer.xml
msgid ""
"Sets margin size, where black bars (or images, if [method "
"black_bars_set_images] was used) are rendered."
msgstr ""
+"Définit la taille de la marge, où des barres noires (ou des images, si ["
+"method black_bars_set_images] est utilisé) sont rendues."
#: doc/classes/VisualServer.xml
msgid ""
@@ -83781,6 +84406,10 @@ msgid ""
"the vertical aspect ratio which is equivalent to [constant Camera."
"KEEP_HEIGHT]."
msgstr ""
+"Si [code]true[/code], conserve le rapport d'aspect horizontal qui est "
+"équivalent à [constant Camera.KEEP_WIDTH]. Si [code]false[/code], conserve "
+"le rapport d'aspect vertical qui est équivalent à [constant Camera."
+"KEEP_HEIGHT]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -83801,12 +84430,9 @@ msgid "Adds a circle command to the [CanvasItem]'s draw commands."
msgstr "Ajouter un cercle aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"If ignore is [code]true[/code], the VisualServer does not perform clipping."
msgstr ""
-"Si [code]true[/code], le multithreading est utilisé pour améliorer les "
-"performances."
#: doc/classes/VisualServer.xml
msgid "Adds a line command to the [CanvasItem]'s draw commands."
@@ -83821,6 +84447,8 @@ msgid ""
"Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its "
"aabb at the moment."
msgstr ""
+"Ajoute un [MultiMesh] aux commandes d'affichage du [CanvasItem]. N'affecte "
+"que son aabb pour le moment."
#: doc/classes/VisualServer.xml
msgid ""
@@ -83842,6 +84470,8 @@ msgid ""
"Adds a polyline, which is a line from multiple points with a width, to the "
"[CanvasItem]'s draw commands."
msgstr ""
+"Ajoute une suite de lignes, qui est une ligne de plusieurs points avec une "
+"largeur, aux commandes d'affichage du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Adds a primitive to the [CanvasItem]'s draw commands."
@@ -83866,6 +84496,8 @@ msgstr "Ajouter un rectangle texturé aux commandes de dessin du [CanvasItem]."
msgid ""
"Adds a texture rect with region setting to the [CanvasItem]'s draw commands."
msgstr ""
+"Ajoute un rectangle de texture, avec des réglages de la région à afficher, "
+"aux commandes d'affichage du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Adds a triangle array to the [CanvasItem]'s draw commands."
@@ -83874,7 +84506,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Clears the [CanvasItem] and removes all commands in it."
-msgstr ""
+msgstr "Efface le [CanvasItem] et enlève toutes les commandes."
#: doc/classes/VisualServer.xml
msgid ""
@@ -83891,7 +84523,6 @@ msgstr ""
"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets clipping for the [CanvasItem]."
msgstr "Définit la coupure pour le [CanvasItem]."
@@ -83937,6 +84568,9 @@ msgid ""
"Sets the parent for the [CanvasItem]. The parent can be another canvas item, "
"or it can be the root canvas that is attached to the viewport."
msgstr ""
+"Définit le parent du [CanvasItem]. Le parent peut être un autre élément de "
+"toile, ou il peut être la toile racine qui est attachée à la fenêtre "
+"d'affichage."
#: doc/classes/VisualServer.xml
msgid "Sets the color that modulates the [CanvasItem] without children."
@@ -83958,9 +84592,8 @@ msgid "Sets if the [CanvasItem] uses its parent's material."
msgstr "Définit si le [CanvasItem] utilise le même matériau que son parent."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets if the canvas item (including its children) is visible."
-msgstr "Masquer le [CanvasItem] s’il est actuellement visible."
+msgstr "Définit si la toile (y compris ses enfants) est visible."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84043,9 +84676,8 @@ msgid "Sets a canvas light's energy."
msgstr "Définit l'énergie d'une lumière du canevas."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets a canvas light's height."
-msgstr "Définit la hauteur d’une toile."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
@@ -84059,19 +84691,23 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "The mode of the light, see [enum CanvasLightMode] constants."
-msgstr ""
+msgstr "Le mode de la lumière, voir les constantes [enum CanvasLightMode]."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the texture's scale factor of the light. Equivalent to [member Light2D."
"texture_scale]."
msgstr ""
+"Définit le facteur d'échelle de la texture de lumière. Équivalent à [member "
+"Light2D.texture_scale]"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the width of the shadow buffer, size gets scaled to the next power of "
"two for this."
msgstr ""
+"Définit la largeur du tampon d'ombre, la taille est arrondie à la puissance "
+"de deux suivante pour cela."
#: doc/classes/VisualServer.xml
msgid "Sets the color of the canvas light's shadow."
@@ -84143,11 +84779,11 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the shape of the occluder polygon."
-msgstr ""
+msgstr "Définit la forme du polygone occulteur."
#: doc/classes/VisualServer.xml
msgid "Sets the shape of the occluder polygon as lines."
-msgstr ""
+msgstr "Définit la forme du polygone occulteur avec des lignes."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84209,6 +84845,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the ambient light parameters. See [Environment] for more details."
msgstr ""
+"Définit les paramètres de lumière ambiante. Voir [Environnement] pour plus "
+"de détails."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84250,18 +84888,24 @@ msgid ""
"Sets the variables to be used with the scene fog. See [Environment] for more "
"details."
msgstr ""
+"Définit les variables à utiliser avec le brouillard de scène. Voir "
+"[Environnement] pour plus de détails."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the fog depth effect. See [Environment] "
"for more details."
msgstr ""
+"Définit les variables à utiliser avec l'effet de profondeur du brouillard. "
+"Voir [Environnement] pour plus de détails."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the fog height effect. See [Environment] "
"for more details."
msgstr ""
+"Définit les variables à utiliser avec l'effet de hauteur du brouillard. Voir "
+"[Environnement] pour plus de détails."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84280,12 +84924,16 @@ msgid ""
"Sets a custom field of view for the background [Sky]. Equivalent to [member "
"Environment.background_sky_custom_fov]."
msgstr ""
+"Définit un angle de vue personnalisé pour le ciel [Sky] en arrière-plan. "
+"Équivalent à [member Environnement.background_sky_custom_fov]"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
"to [member Environment.background_sky_orientation]."
msgstr ""
+"Définit la rotation du ciel [Sky] en arrière-plan exprimé avec une [Basis]. "
+"Équivalent à [member Environnement.background_sky_orientation]"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84329,6 +84977,7 @@ msgstr "Essaye de supprimer un objet dans le VisualServer."
#: doc/classes/VisualServer.xml
msgid "Returns a certain information, see [enum RenderInfo] for options."
msgstr ""
+"Retourne une information précise, voir [enum RenderInfo] pour les options."
#: doc/classes/VisualServer.xml
msgid "Returns the id of the test cube. Creates one if none exists."
@@ -84346,6 +84995,10 @@ msgid ""
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
+"Retourne le nom de l'adaptateur vidéo (par exemple \"GeForce GTX 1080/PCIe/"
+"SSE2\").\n"
+"[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de "
+"serveur, cette fonction retourne une chaîne vide."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84353,6 +85006,10 @@ msgid ""
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
+"Retourne le vendeur de l'adaptateur vidéo (par exemple \"NVIDIA Corporation\""
+").\n"
+"[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de "
+"serveur, cette fonction retourne une chaîne vide."
#: doc/classes/VisualServer.xml
msgid "Returns the id of a white texture. Creates one if none exists."
@@ -84395,21 +85052,24 @@ msgstr ""
"Retourne la taille de la cellule définit par [method gi_probe_set_cell_size]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the data used by the GI probe."
-msgstr "Renvoie l’espace affecté à la zone."
+msgstr "Retourne les données utilisées par la sonde GI."
#: doc/classes/VisualServer.xml
msgid ""
"Returns the dynamic range set for this GI probe. Equivalent to [member "
"GIProbe.dynamic_range]."
msgstr ""
+"Retourne la gamme dynamique pour cette sonde GI. Équivalent à [member GIProbe"
+".dynamic_range]"
#: doc/classes/VisualServer.xml
msgid ""
"Returns the energy multiplier for this GI probe. Equivalent to [member "
"GIProbe.energy]."
msgstr ""
+"Retourne le multiplicateur d'énergie pour cette sonde GI. Équivalent à ["
+"member GIProbe.energy]"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84422,6 +85082,8 @@ msgid ""
"Returns the propagation value for this GI probe. Equivalent to [member "
"GIProbe.propagation]."
msgstr ""
+"Retourne la valeur de propagation de cette sonde GI. Équivalent à [member "
+"GIProbe.propagation]"
#: doc/classes/VisualServer.xml
msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
@@ -84432,15 +85094,14 @@ msgid ""
"Returns [code]true[/code] if the GI probe data associated with this GI probe "
"is compressed. Equivalent to [member GIProbe.compress]."
msgstr ""
+"Retourne [code]true[/code] si les données de cette sonde GI sont "
+"compressées. Équivalent à [member GIProbe.compress]"
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the GI probe is set to interior, meaning it "
"does not account for sky light. Equivalent to [member GIProbe.interior]."
msgstr ""
-"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84506,9 +85167,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets the to cell [Transform] for this GI probe."
-msgstr "Retourne la matrice de transformation globale de cet élément."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
@@ -84591,9 +85251,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets the material to be used to draw the [ImmediateGeometry]."
-msgstr "Retourne le matériel affecté à la [ImmediateGeometry3D]."
+msgstr "Définit le matériel utilisé pour afficher le [ImmediateGeometry]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84875,13 +85534,10 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], light will subtract light instead of adding light. "
"Equivalent to [member Light.light_negative]."
msgstr ""
-"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84899,13 +85555,10 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], light will cast shadows. Equivalent to [member Light."
"shadow_enabled]."
msgstr ""
-"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84942,19 +85595,16 @@ msgstr ""
"en utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the size of the lightmap capture area."
-msgstr "Renvoie le sinus du paramètre."
+msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the energy multiplier used by the lightmap capture."
-msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont."
+msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the octree used by the lightmap capture."
-msgstr "Renvoie l’espace affecté à la zone."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
@@ -84962,9 +85612,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the cell transform for this lightmap capture's octree."
-msgstr "Retourne la matrice de transformation de la toile de cet objet."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
@@ -85032,13 +85681,10 @@ msgid "Returns the value of a certain material's parameter."
msgstr "Retourne la valeur du paramètre du matériau."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise."
msgstr ""
-"Retourne la valeur par défaut du paramètre nommé [code]name[/code] du "
-"matériau."
#: doc/classes/VisualServer.xml
msgid ""
@@ -85055,9 +85701,8 @@ msgid "Sets an object's next material."
msgstr "Définit le prochain matériau d’un objet."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets a material's parameter."
-msgstr "Définit le paramètre d’un matériau."
+msgstr "Définit le paramètre d'un matériau."
#: doc/classes/VisualServer.xml
msgid "Sets a material's render priority."
@@ -85120,7 +85765,7 @@ msgstr "Supprime la surface d'un maillage."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Sets a mesh's blend shape count."
-msgstr "Retourne le nombre de formes de mélange d’un maillage."
+msgstr "Définit le nombre de formes de mélange d’un maillage."
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's blend shape mode."
@@ -85135,19 +85780,16 @@ msgid "Returns a mesh's surface's aabb."
msgstr "Retourne l’aabb de la surface d'un maillage."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a mesh's surface's vertex buffer."
-msgstr "Retourne l’aabb personnalisé d’un maillage."
+msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a mesh's surface's amount of indices."
-msgstr "Renvoie le nombre de points de la Ligne2D."
+msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a mesh's surface's amount of vertices."
-msgstr "Renvoie le nombre de points de la Ligne2D."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's buffer arrays."
@@ -85158,32 +85800,28 @@ msgid "Returns a mesh's surface's arrays for blend shapes."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the format of a mesh's surface."
-msgstr "Retourne le nom de la méthode d'une piste de méthode."
+msgstr "Retourne le format d'une surface d'un maillage."
#: doc/classes/VisualServer.xml
msgid "Function is unused in Godot 3.x."
msgstr "Cette fonction n'est pas utilisée dans Godot 3.x."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a mesh's surface's index buffer."
-msgstr "Retourne le mode de forme de mélange d’un maillage."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's material."
msgstr "Retourne le matériau de la surface du maillage."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the primitive type of a mesh's surface."
-msgstr "Retourne le nom de la méthode d'une piste de méthode."
+msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the aabb of a mesh's surface's skeleton."
-msgstr "Retourne la traduction d’un message."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's surface's material."
@@ -85457,13 +86095,10 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], uses fractional delta which smooths the movement of "
"the particles. Equivalent to [member Particles.fract_delta]."
msgstr ""
-"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -85533,13 +86168,12 @@ msgstr ""
"retourné."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
"to [member ReflectionProbe.interior_enable]."
msgstr ""
"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
+"Équivalent à [member ReflectionProbe.interior_enable]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -85575,23 +86209,17 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Sets the ambient light color for this reflection probe when set to interior "
"mode. Equivalent to [member ReflectionProbe.interior_ambient_color]."
msgstr ""
-"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Sets the energy multiplier for this reflection probes ambient light "
"contribution when set to interior mode. Equivalent to [member "
"ReflectionProbe.interior_ambient_energy]."
msgstr ""
-"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -85709,9 +86337,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Enables or disables occlusion culling."
-msgstr "Active ou désactive une lumière du canevas."
+msgstr "Active ou désactive le culling de l'occlusion."
#: doc/classes/VisualServer.xml
msgid ""
@@ -85728,7 +86355,6 @@ msgstr ""
"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a shader's code."
msgstr "Retourne le code d'un shader."
@@ -85741,7 +86367,6 @@ msgid "Returns the parameters of a shader."
msgstr "Retourne les paramètres d'un shader."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets a shader's code."
msgstr "Définit le code d'un shader."
@@ -85826,14 +86451,12 @@ msgstr ""
"utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Allocates the GPU memory for the texture."
-msgstr "La largeur de la texture."
+msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Binds the texture to a texture slot."
-msgstr "Alignez le texte à gauche."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
@@ -85856,9 +86479,8 @@ msgstr ""
"Crée une texture, alloue l'espace pour une image, et remplit avec l'image."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a list of all the textures and their information."
-msgstr "Retourne le nombre de pistes dans l'animation."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
@@ -85877,9 +86499,8 @@ msgid "Returns the flags of a texture."
msgstr "Retourne les drapeaux de la texture."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the format of the texture's image."
-msgstr "Renvoie le reste de deux vecteurs."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the texture's height."
@@ -85980,13 +86601,10 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the image will be stored in the texture's images array "
"if overwritten."
msgstr ""
-"Si [code]true[/code], la [SpinBox] sera modifiable. Sinon, elle sera en "
-"lecture seule."
#: doc/classes/VisualServer.xml
msgid "Sets a viewport's camera."
@@ -85997,7 +86615,6 @@ msgid "Sets a viewport's canvas."
msgstr "Définit le canevas de la fenêtre d'affichage."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
@@ -86034,7 +86651,7 @@ msgstr ""
" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/codeblock]\n"
"Utiliser cette méthode peut permettre d'améliorer considérablement les "
-"performances, surtout sur les appareils peut puissants. Par contre, cela "
+"performances, surtout sur les appareils peu puissants. Par contre, cela "
"nécessite de gérer manuellement les fenêtres d'affichage. Pour plus "
"d'optimisations, voir [method viewport_set_render_direct_to_screen]."
@@ -86212,11 +86829,10 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for "
"options."
-msgstr "Convertit le format de l’image. Voir les constantes [enum Format]."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
@@ -86290,16 +86906,12 @@ msgid "Number of weights/bones per vertex."
msgstr "Nombre de poids / os par sommet."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "The minimum Z-layer for canvas items."
-msgstr ""
-"Le niveau minimal du calque de profondeur pour les éléments de canevas."
+msgstr "Le niveau minimal du calque de profondeur pour les éléments de canevas."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "The maximum Z-layer for canvas items."
-msgstr ""
-"Le niveau maximal du calque de profondeur pour les éléments de canevas."
+msgstr "Le niveau maximal du calque de profondeur pour les éléments de canevas."
#: doc/classes/VisualServer.xml
msgid ""
@@ -86361,7 +86973,6 @@ msgid "A 3-dimensional texture with width, height, and depth."
msgstr "Une texture à 3 dimensions, largeur et hauteur, et profondeur."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Repeats the texture (instead of clamp to edge)."
msgstr "Répète la texture (plutôt que de s'arrêter aux bordures)."
@@ -86755,9 +87366,8 @@ msgid "Number of draw calls during this frame."
msgstr "Nombre d'appels d'affichage pour cette trame."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Number of 2d items drawn this frame."
-msgstr "Nombre de changements de surface pendant cette image."
+msgstr "Le nombre d'éléments 2D affichés dans cette trame."
#: doc/classes/VisualServer.xml
msgid "Number of 2d draw calls during this frame."
@@ -87432,11 +88042,8 @@ msgstr "Sera traduit en [code]uniform bool[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeScalarUniform.xml
#: doc/classes/VisualShaderNodeTransformUniform.xml
#: doc/classes/VisualShaderNodeVec3Uniform.xml
-#, fuzzy
msgid "A default value to be assigned within the shader."
msgstr ""
-"Un opérateur scalaire à virgule flottante à utiliser dans le graphique du "
-"nuanceur visuel."
#: doc/classes/VisualShaderNodeBooleanUniform.xml
#: doc/classes/VisualShaderNodeColorUniform.xml
@@ -87729,7 +88336,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
-#, fuzzy
msgid ""
"The result will be true if all of component in vector satisfy the comparison "
"condition."
@@ -87738,7 +88344,6 @@ msgstr ""
"condition de comparaison."
#: doc/classes/VisualShaderNodeCompare.xml
-#, fuzzy
msgid ""
"The result will be true if any of component in vector satisfy the comparison "
"condition."
@@ -87747,11 +88352,8 @@ msgstr ""
"condition de comparaison."
#: doc/classes/VisualShaderNodeCubeMap.xml
-#, fuzzy
msgid "A [CubeMap] sampling node to be used within the visual shader graph."
msgstr ""
-"Un opérateur scalaire à virgule flottante à utiliser dans le graphique du "
-"nuanceur visuel."
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
@@ -87818,11 +88420,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualShaderNodeCubeMapUniform.xml
-#, fuzzy
msgid "A [CubeMap] uniform node to be used within the visual shader graph."
msgstr ""
-"Un tableau uniforme de texture 2D à utiliser dans le graphique de l'ombrage "
-"visuel."
#: doc/classes/VisualShaderNodeCubeMapUniform.xml
msgid ""
@@ -88498,13 +89097,12 @@ msgid "Defaults to black color."
msgstr "Par défaut à la couleur noire."
#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
-#, fuzzy
msgid ""
"Performs a uniform texture lookup with triplanar within the visual shader "
"graph."
msgstr ""
-"Effectue une recherche de texture uniforme avec triplanaire dans le "
-"graphique de nuanceur visuel."
+"Effectue une projection de texture uniforme en triplanaire dans le graphe du "
+"Visual Shader."
#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
msgid ""
@@ -88513,12 +89111,11 @@ msgid ""
msgstr ""
#: doc/classes/VisualShaderNodeTransformCompose.xml
-#, fuzzy
msgid ""
"Composes a [Transform] from four [Vector3]s within the visual shader graph."
msgstr ""
-"Compose un [Transform] à partir de quatre [Vector3] dans le graphique du "
-"nuanceur visuel."
+"Compose un [Transform] à partir de quatre [Vector3] dans le graphe du Visual "
+"Shader."
#: doc/classes/VisualShaderNodeTransformCompose.xml
msgid ""
@@ -88632,11 +89229,10 @@ msgid "Translated to [code]uniform mat4[/code] in the shader language."
msgstr "Sera traduit en [code]uniform mat4[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
-#, fuzzy
msgid ""
"Multiplies a [Transform] and a [Vector3] within the visual shader graph."
msgstr ""
-"Multiplie un [Transform] et un [Vector3] dans le graphique de shader visuel."
+"Multiplie un [Transform] et un [Vector3] dans le graphe du Visual Shader."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
@@ -88679,7 +89275,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeUniform.xml
#, fuzzy
msgid "A base type for the uniforms within the visual shader graph."
-msgstr "Type de base pour les uniformes dans le graphique du nuanceur visuel."
+msgstr "Le type de base pour les uniformes dans le graphe du Visual Shader."
#: doc/classes/VisualShaderNodeUniform.xml
msgid ""
@@ -89236,10 +89832,9 @@ msgid "Closes this data channel, notifying the other peer."
msgstr "Ferme ce canal de données, en notifiant l’autre homologue."
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
-#, fuzzy
msgid ""
"Returns the number of bytes currently queued to be sent over this channel."
-msgstr "Retourne le nombre de traqueurs actuellement enregistrés."
+msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
@@ -89330,7 +89925,6 @@ msgid "The channel was created, but it's still trying to connect."
msgstr "Le canal a été créé, mais il essaie toujours de se connecter."
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
-#, fuzzy
msgid "The channel is currently open, and data can flow over it."
msgstr "Le canal est actuellement ouvert, et les données peuvent y circuler."
@@ -89439,9 +90033,8 @@ msgid ""
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
-#, fuzzy
msgid "Interface to a WebRTC peer connection."
-msgstr "Interface vers une connexion homologue WebRTC."
+msgstr "L'interface de connexion par pair via WebRTC."
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -90495,14 +91088,12 @@ msgid ""
msgstr ""
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "The vertical offset of the title text."
-msgstr "Décalage vertical du texte du titre."
+msgstr "Le décalage vertical du texte du titre."
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "The font used to draw the title."
-msgstr "La police utilisée pour le texte en gras."
+msgstr ""
#: doc/classes/WindowDialog.xml
msgid "The icon for the close button."
@@ -90548,10 +91139,9 @@ msgid ""
msgstr ""
#: doc/classes/World.xml
-#, fuzzy
msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer]."
-msgstr "Retourne le [RID] de la énième forme d'une zone."
+msgstr ""
#: doc/classes/World.xml
msgid "The World's visual scenario."
@@ -90586,10 +91176,9 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
-#, fuzzy
msgid ""
"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
-msgstr "Retourne le [RID] de la énième forme d'une zone."
+msgstr ""
#: doc/classes/World2D.xml
msgid ""
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 3acfabc091..e07c906b29 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -30,8 +30,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-23 03:56+0000\n"
-"Last-Translator: AndreWharn <andrewharnofficial@gmail.com>\n"
+"PO-Revision-Date: 2022-07-31 16:43+0000\n"
+"Last-Translator: Mirko <miknsop@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n"
"Language: it\n"
@@ -62,6 +62,7 @@ msgid "Theme Properties"
msgstr "Proprietà del tema"
#: doc/tools/make_rst.py
+#, fuzzy
msgid "Signals"
msgstr "Segnali"
@@ -56960,7 +56961,7 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Introduction to 3D"
-msgstr ""
+msgstr "Introduzione al 3D"
#: doc/classes/Spatial.xml doc/classes/Vector3.xml
msgid "All 3D Demos"
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index 74758850c7..ea624fdf2c 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -41,12 +41,13 @@
# Fabio Moura de Oliveira <ccmaismais@yahoo.com>, 2022.
# Daniel Abrante <danielabrante@protonmail.com>, 2022.
# lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022.
+# Felipe Kinoshita <kinofhek@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: 2022-06-16 18:58+0000\n"
-"Last-Translator: lucas rossy brasil coelho <lucasrossy270@gmail.com>\n"
+"PO-Revision-Date: 2022-08-04 06:40+0000\n"
+"Last-Translator: Felipe Kinoshita <kinofhek@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n"
@@ -54,7 +55,7 @@ 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-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -76754,6 +76755,13 @@ msgid ""
"the same space as the parent YSort, allowing to better organize a scene or "
"divide it in multiple ones, yet keep the unique sorting."
msgstr ""
+"Classifique todos os nós filhos com base em suas posições Y. O nó filho deve "
+"herdar de [CanvasItem] para ser classificado. Os nós que têm uma posição Y "
+"mais alta serão desenhados mais tarde, então eles aparecerão no topo dos nós "
+"que têm uma posição Y mais baixa. O aninhamento de nós YSort é possível. Os "
+"nós YSort filhos serão classificados no mesmo espaço que o YSort pai, "
+"permitindo organizar melhor uma cena ou dividi-la em várias outras, mas "
+"manter a classificação única."
#: doc/classes/YSort.xml
msgid ""
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index 985198198a..b148868ce6 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -49,21 +49,22 @@
# FuzzMix <fmwolfiechad@gmail.com>, 2022.
# МАН69К <weblate@mah69k.net>, 2022.
# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022.
+# SonicStalker Games <dmitriyusolsev1971@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: 2022-07-03 00:44+0000\n"
-"Last-Translator: Bozhko Artyom Dmitrievich <jek_sun@mail.ru>\n"
+"PO-Revision-Date: 2022-08-04 06:40+0000\n"
+"Last-Translator: SonicStalker Games <dmitriyusolsev1971@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
-"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
-"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
+"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -620,11 +621,11 @@ msgstr ""
"[codeblock]\n"
"- Меньше -1,0 (не включая): Облегчение вхождения-выхождения\n"
"- 1.0: Линейный\n"
-"- От -1,0 до 0,0 (не включая): Облегчение в\n"
+"- От -1,0 до 0,0 (не включая): Облегчение выхождения-вхождения\n"
"- 0.0: Постоянный\n"
-"- От 0,0 до 1,0 (не включая): Облегчение\n"
+"- От 0,0 до 1,0 (не включая): Облегчение выхождения(только выход)\n"
"- 1.0: Линейный\n"
-"- Больше 1,0 (не включая): Облегчение\n"
+"- Больше 1,0 (не включая): Облегчение вхождения(только вход)\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() значения кривой шпаргалка[/url]\n"
@@ -1402,7 +1403,6 @@ msgstr ""
"трассировка стека при печати ошибки или предупреждения."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
@@ -1412,10 +1412,12 @@ msgid ""
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
-"Печатает трек стека вызовов, работает только если включён отладчик.\n"
+"Как [method print], но включает в себя текущий кадр стека когда запушен с "
+"включенным отладчиком.\n"
"Вывод в консоли будет выглядеть примерно так:\n"
"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1830,19 +1832,30 @@ msgstr ""
"Возвращает результат плавной интерполяции значения [code]s[/code] между "
"[code]0[/code] и [code]1[/code], в зависимости от того, где находится "
"[code]s[/code] относительно [code]from[/code] и [code]to[/code].\n"
+"\n"
"Возвращаемое значение равно [code]0[/code], если [code]s <= from[/code] и "
"[code]1[/code], если[code]s >= to[/code]. Если [code]s[/code] находится "
"между [code]from[/code] и [code]to[/code], то возвращаемое значение следует "
"S-образной кривой, которая соответствует значению [code]s[/code] между "
"[code]0[/code] и [code]1[/code].\n"
+"\n"
"S-образная кривая является кубическим эрмитовым сплайном, заданным функцией "
"[code]f(s) = 3*s^2 - 2*s^3[/code].\n"
+"\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # Returns 0.0\n"
"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
"smoothstep(0, 2, 1.0) # Returns 0.5\n"
"smoothstep(0, 2, 2.0) # Returns 1.0\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"\n"
+"Compared to [method ease] with a curve value of [code]-1.6521[/code], ["
+"method smoothstep] returns the smoothest possible curve with no sudden "
+"changes in the derivative. If you need to perform more advanced transitions, "
+"use [Tween] or [AnimationPlayer].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
+"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1"
+".6521) return values[/url]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 76ea804df5..7647bf0081 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: 2022-07-26 01:54+0000\n"
+"PO-Revision-Date: 2022-07-31 16:43+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"
@@ -1322,7 +1322,6 @@ msgstr ""
"在打印错误或警告时还会显示堆栈跟踪。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
@@ -1332,10 +1331,11 @@ msgid ""
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
-"在代码位置打印堆栈轨迹,仅在打开调试器的情况下运行。\n"
-"控制台中的输出如下所示:\n"
+"与 [method print] 类似,但在打开调试器运行时还会包含当前栈帧。\n"
+"控制台中的输出应该是类似这样的:\n"
"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -9581,7 +9581,6 @@ msgstr ""
"制器也将保持相同的 ID。"
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
@@ -9589,9 +9588,8 @@ msgid ""
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
-"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code],精度 "
-"[code].01[/code]。如果更改,会相应地更新 [member ARVRPositionalTracker."
-"rumble]。\n"
+"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code]。如果更改,"
+"会相应地更新 [member ARVRPositionalTracker.rumble]。\n"
"如果你想让控制器在限定时间内振动,这是一个有用的属性,可以将其动画化。"
#: doc/classes/ARVRController.xml
@@ -14589,6 +14587,10 @@ msgid ""
"current, setting one camera's [member current] to [code]false[/code] will "
"cause the other camera to be made current."
msgstr ""
+"如果为 [code]true[/code],则祖级 [Viewport] 正在使用这个相机。\n"
+"如果场景中有多个相机,总会有一个被设为当前相机。例如,假设场景中存在两个 "
+"[Camera] 节点并且只有一个为当前相机,那么如果把某一个相机的 [member current] "
+"设为 [code]false[/code] 就会导致另一个相机被设为当前相机。"
#: doc/classes/Camera.xml
msgid ""
@@ -17985,7 +17987,7 @@ msgstr "道奇蓝色。"
#: doc/classes/Color.xml
msgid "Firebrick color."
-msgstr "火砖的颜色。"
+msgstr "耐火砖红色。"
#: doc/classes/Color.xml
msgid "Floral white color."
@@ -17997,11 +17999,11 @@ msgstr "森林绿色。"
#: doc/classes/Color.xml
msgid "Fuchsia color."
-msgstr "紫红色的颜色。"
+msgstr "洋红色。"
#: doc/classes/Color.xml
msgid "Gainsboro color."
-msgstr "庚斯伯勒颜色。"
+msgstr "庚斯伯勒灰色。"
#: doc/classes/Color.xml
msgid "Ghost white color."
@@ -18013,7 +18015,7 @@ msgstr "金色。"
#: doc/classes/Color.xml
msgid "Goldenrod color."
-msgstr "金黄的颜色。"
+msgstr "金菊色。"
#: doc/classes/Color.xml
msgid "Gray color."
@@ -18033,7 +18035,7 @@ msgstr "蜜露色。"
#: doc/classes/Color.xml
msgid "Hot pink color."
-msgstr "炙热的粉红色。"
+msgstr "亮粉色。"
#: doc/classes/Color.xml
msgid "Indian red color."
@@ -18057,7 +18059,7 @@ msgstr "薰衣草色。"
#: doc/classes/Color.xml
msgid "Lavender blush color."
-msgstr "薰衣草腮红的颜色。"
+msgstr "薰衣草紫红色。"
#: doc/classes/Color.xml
msgid "Lawn green color."
@@ -18081,7 +18083,7 @@ msgstr "淡青色。"
#: doc/classes/Color.xml
msgid "Light goldenrod color."
-msgstr "淡淡的金黄色。"
+msgstr "亮金菊黄色。"
#: doc/classes/Color.xml
msgid "Light gray color."
@@ -22935,7 +22937,7 @@ msgstr ""
msgid ""
"A script implemented in the C# programming language (Mono-enabled builds "
"only)."
-msgstr "用C#编程语言实现的脚本(仅启用Mono的版本)。"
+msgstr "用 C# 编程语言实现的脚本(仅 Mono 版本中存在)。"
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
@@ -22943,14 +22945,14 @@ msgid ""
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
-"此类表示C#脚本。它与[GDScript]类的C#等效,并且仅在启用了Mono的Godot版本中可"
-"用。\n"
-"另请参阅[GodotSharp]。"
+"这个类表示 C# 脚本,是 [GDScript] 类在 C# 中的对等体,仅在启用了 Mono 的 "
+"Godot 版本中可用。\n"
+"另请参阅 [GodotSharp]。"
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
msgid "Returns a new instance of the script."
-msgstr "返回脚本的新实例。"
+msgstr "返回该脚本的新实例。"
#: doc/classes/CubeMap.xml
msgid "A CubeMap is a 6-sided 3D texture."
@@ -23267,7 +23269,7 @@ 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 "移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."
@@ -23462,9 +23464,9 @@ msgid ""
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]."
msgstr ""
-"返回指向顶点[code]idx[/code]的控制点位置。返回的位置是相对于顶点[code]idx[/"
-"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 [code](0, 0)"
-"[/code]。"
+"返回指向顶点 [code]idx[/code] 的控制点位置。返回的位置是相对于顶点 "
+"[code]idx[/code] 的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 "
+"[code](0, 0)[/code]。"
#: doc/classes/Curve2D.xml
msgid ""
@@ -23473,9 +23475,9 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0)[/code]."
msgstr ""
-"返回从顶点[code]idx[/code]引出的控制点位置。返回的位置是相对于顶点 "
-"[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, 0)[/"
-"code]。"
+"返回从顶点 [code]idx[/code] 引出的控制点位置。返回的位置是相对于顶点 "
+"[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, "
+"0)[/code]。"
#: doc/classes/Curve2D.xml
msgid ""
@@ -25234,9 +25236,9 @@ msgid ""
"appear in the inspector when selecting a node that extends the class "
"specified by [code]class_name[/code]."
msgstr ""
-"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回 "
-"[code]true[/code]。当属性被禁用时,当[code]class_name[/code]类被指定为类的(继"
-"承)父节点时,它将不会出现在检查器中。"
+"如果 [code]class_name[/code] 指定的类中的 [code]property[/code] 属性被禁用,"
+"则返回 [code]true[/code]。禁用某一属性后,当选中继承自 "
+"[code]class_name[/code] 类的节点时,该属性将不会出现在检查器中。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25252,18 +25254,19 @@ msgid ""
"format obtained by using the feature profile manager's [b]Export[/b] button "
"or the [method save_to_file] method."
msgstr ""
-"从文件中加载一个编辑器功能配置文件。该文件必须遵循JSON格式,通过使用功能配置"
-"文件管理器的[b]Export[/b]按钮或[method save_to_file]方法获得。"
+"从文件中加载一个编辑器功能配置文件。该文件必须遵循 JSON "
+"格式,通过使用功能配置文件管理器的[b]导出[/b]按钮或 [method save_to_file] "
+"方法获得。"
#: doc/classes/EditorFeatureProfile.xml
-#, fuzzy
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
"[method load_from_file] method."
msgstr ""
-"将编辑器的功能配置保存到JSON格式的文件中。然后可以使用特征配置文件管理器的[b]"
-"导入[/b]按钮或[method load_from_file]按钮导入它。"
+"将编辑器的功能配置保存到 JSON "
+"格式的文件中。然后可以使用功能配置文件管理器的[b]导入[/b]按钮或 [method "
+"load_from_file] 方法导入它。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25271,8 +25274,9 @@ msgid ""
"by [code]class_name[/code]. When disabled, the class won't appear in the "
"Create New Node dialog."
msgstr ""
-"如果 [code]disable[/code] 是 [code]true[/code],则禁用 [code]class_name[/"
-"code] 指定的类。被禁用时,该类不会出现在“创建新 Node”对话框中。"
+"如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
+"[code]class_name[/code] 指定的类。禁用后,该类不会出现在“创建新 "
+"Node”对话框中。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25281,9 +25285,9 @@ msgid ""
"appear in the Create New Node dialog but the inspector will be read-only "
"when selecting a node that extends the class."
msgstr ""
-"如果 [code]disable[/code] 为 [code]true[/code],则禁用 [code]class_name[/"
-"code] 指定的类的编辑。禁用时,类仍然会出现在“创建新 Node”对话框中,但在选择继"
-"承的节点时,检查器将只读。"
+"如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
+"[code]class_name[/code] 指定的类的编辑。禁用后,该类仍然会出现在“创建新 "
+"Node”对话框中,但在选中继承的节点时,检查器将只读。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25292,9 +25296,10 @@ 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 ""
-"如果 [code]disable[/code] 是 [code]true[/code],则禁用 [code]class_name[/"
-"code] 指定的类中的 [code]property[/code] 的编辑。当属性被禁用时,当选择继承 "
-"[code]class_name[/code] 指定的类的节点时,它将不会出现在检查器中。"
+"如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
+"[code]class_name[/code] 指定的类中的 [code]property[/code] "
+"属性的编辑。禁用某一属性后,选中继承自 [code]class_name[/code] "
+"指定的类的节点时,这个属性将不会出现在检查器中。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25325,7 +25330,7 @@ msgstr ""
msgid ""
"The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
"display."
-msgstr "AssetLib选项卡。如果禁用此功能,则不会显示AssetLib选项卡。"
+msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib 选项卡。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -29678,14 +29683,13 @@ msgid "The default exposure used for tonemapping."
msgstr "用于色调映射的默认曝光。"
#: doc/classes/Environment.xml
-#, fuzzy
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
-"要使用的色调映射模式。色调映射是“转换”HDR 值以适合在 LDR 显示器上呈现的过程。"
-"(Godot 尚不支持在 HDR 显示器上进行渲染。)"
+"要使用的色调映射模式。色调映射是将 HDR 值“转换”为适合在 SDR "
+"显示器上呈现的值过程。(Godot 尚不支持在 HDR 显示器上进行渲染。)"
#: doc/classes/Environment.xml
msgid ""
@@ -31958,16 +31962,16 @@ msgstr ""
"[b]注意:[/b]直线是使用方向向量而不是终点指定的。"
#: doc/classes/Geometry.xml
-#, fuzzy
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
-"给定表示图块的[Vector2]数组,构建一个地图集。返回的字典有两个键:"
-"[code]points[/code]是[Vector2]的向量,用于指定每个图块的位置,[code]size[/"
-"code]包含整个图集的整体大小,作为[Vector2]。"
+"给定表示图块的 [Vector2] "
+"数组,构建一个地图集。返回的字典有两个键:[code]points[/code] 是 [Vector2] "
+"的数组,用于指定每个图块的位置,[code]size[/code] 包含整个图集的整体大小,"
+"是一个 [Vector2]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -33247,9 +33251,7 @@ msgstr "小图矩形的大小。地图自身基于网格区域的大小,并被
msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
-msgstr ""
-"如果为 [code]true[/code],通过拖动右端,可以断开图形编辑GraphEdit中现有的连"
-"接。"
+msgstr "如果为 [code]true[/code],通过拖动右端,可以断开 GraphEdit 中现有的连接。"
#: doc/classes/GraphEdit.xml
msgid "The scroll offset."
@@ -33306,9 +33308,9 @@ msgid ""
"code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] "
"slot of the [code]to[/code] GraphNode is attempted to be created."
msgstr ""
-"当试图创建[code]来自from[/code]图形节点GraphNode1的[code]from_slot[/code]槽和"
-"[code]to[/code]图形节点GraphNode2的[code]to_slot[/code]槽之间的连接时,会向图"
-"形编辑GraphEdit发出。"
+"尝试创建从 [code]from[/code] GraphNode 的 [code]from_slot[/code] 槽到 "
+"[code]to[/code] GraphNode 的 [code]to_slot[/code] 槽之间的连接时,会向该 "
+"GraphEdit 发出。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -33335,9 +33337,9 @@ msgid ""
"slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of "
"[code]to[/code] GraphNode is attempted to be removed."
msgstr ""
-"当试图移除 [code]from[/code] 图形节点GraphNode1的 [code]from_slot[/code]槽和"
-"[code]to[/code] 图形节点GraphNode 的[code]to_slot[/code] 槽之间的连接时,会发"
-"送到图形编辑GraphEdit。"
+"尝试移除从 [code]from[/code] GraphNode 的 [code]from_slot[/code] 槽到 "
+"[code]to[/code] GraphNode 的 [code]to_slot[/code] 槽之间的连接时,会向该 "
+"GraphEdit 发出。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -33561,9 +33563,8 @@ msgstr ""
msgid ""
"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
"[code]color_right[/code]."
-msgstr ""
-"将插槽[code]idx[/code]的右侧(输出)的颜色[Color]设置为[code]color_right[/"
-"code]。"
+msgstr "将插槽 [code]idx[/code] 的右侧(输出)的颜色 [Color] 设置为 "
+"[code]color_right[/code]。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -33599,7 +33600,7 @@ msgstr ""
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is a comment node."
-msgstr "如果为 [code]true[/code],则 GraphNode 是注释节点。"
+msgstr "如果为 [code]true[/code],则该 GraphNode 是注释节点。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -33627,7 +33628,7 @@ msgstr ""
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is selected."
-msgstr "如果为 [code]true[/code],图形节点GraphNode被选中。"
+msgstr "如果为 [code]true[/code],则该 GraphNode 被选中。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -41016,7 +41017,6 @@ msgid "The tint of [Font]'s outline."
msgstr "对 [Font] 轮廓的染色。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
@@ -41028,8 +41028,8 @@ msgid ""
"sorted from back to front (subject to priority)."
msgstr ""
"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
-"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
-"值)时适用。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
+"ALPHA_CUT_DISABLED](默认值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@@ -41038,7 +41038,6 @@ msgid "The size of one pixel's width on the label to scale it in 3D."
msgstr "标签上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the text. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
@@ -41050,8 +41049,8 @@ msgid ""
"sorted from back to front (subject to priority)."
msgstr ""
"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
-"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
-"值)时适用。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
+"ALPHA_CUT_DISABLED](默认值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@@ -41077,11 +41076,10 @@ msgid "If set, lights in the environment affect the label."
msgstr "如果打开,环境中的灯光会影响该标签。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If set, text can be seen from the back as well. If not, the text is "
"invisible when looking at it from behind."
-msgstr "如果打开,从后面也可以看到文本,如果不打开,从后面看它是不可见的。"
+msgstr "如果打开,从后面也可以看到文本。如果不打开,从后面看该文本是不可见的。"
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml
@@ -46077,7 +46075,6 @@ msgid "An instance of a [NavigationMesh]."
msgstr "[NavigationMesh] 的一个实例。"
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
@@ -46096,13 +46093,13 @@ msgid ""
"The cost of traveling distances inside this region can be controlled with "
"the [member travel_cost] multiplier."
msgstr ""
-"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] 资源来确"
-"定哪些可以进行导航、哪些不能。\n"
+"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] "
+"资源来确定哪些可以进行导航、哪些不能。\n"
"默认情况下,这个节点会在默认的 [World] 导航地图中进行注册。如果这个节点是 "
"[Navigation] 节点的子项,就会在该导航节点的导航地图中进行注册。\n"
"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method "
-"NavigationServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所需"
-"的最小距离。\n"
+"NavigationServer.map_set_edge_connection_margin] "
+"设置两个顶点连接两条边界所需的最小距离。\n"
"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的"
"边界。\n"
"从另一个地区进入这个地图的消耗可以通过 [member enter_cost] 进行控制。\n"
@@ -46415,7 +46412,6 @@ msgid "A region of the 2D navigation map."
msgstr "2D 导航地图上的一个地区。"
#: doc/classes/NavigationPolygonInstance.xml
-#, fuzzy
msgid ""
"A region of the navigation map. It tells the [Navigation2DServer] what can "
"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
@@ -46434,13 +46430,13 @@ msgid ""
"The pathfinding cost of traveling distances inside this region can be "
"controlled with the [member travel_cost] multiplier."
msgstr ""
-"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] 资源来确"
-"定哪些可以进行导航、哪些不能。\n"
+"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] "
+"资源来确定哪些可以进行导航、哪些不能。\n"
"默认情况下,这个节点会在默认的 [World2D] 导航地图中进行注册。如果这个节点是 "
"[Navigation2D] 节点的子项,就会在该导航节点的导航地图中进行注册。\n"
"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method "
-"Navigation2DServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所"
-"需的最小距离。\n"
+"Navigation2DServer.map_set_edge_connection_margin] "
+"设置两个顶点连接两条边界所需的最小距离。\n"
"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的"
"边界。\n"
"从另一个地区进入这个地图的寻路消耗可以通过 [member enter_cost] 进行控制。\n"
@@ -46587,7 +46583,7 @@ msgstr "控制这个服务器是否激活。"
msgid ""
"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
"script."
-msgstr ""
+msgstr "对 [NetworkedMultiplayerPeer] 的一种实现,能够通过脚本控制。"
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
@@ -46596,6 +46592,9 @@ msgid ""
"Its purpose is to allow adding a new backend for the high-Level multiplayer "
"API without needing to use GDNative."
msgstr ""
+"对 [NetworkedMultiplayerPeer] 的一种实现,能够作为 [member MultiplayerAPI."
+"network_peer] 使用并且通过脚本控制。\n"
+"其目的是为高级多人 API 添加新的后端,不必使用 GDNative。"
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
@@ -46604,24 +46603,26 @@ msgid ""
"(originating from the [signal packet_generated] signal on the sending peer), "
"passing it to this method will deliver it locally."
msgstr ""
+"向本地 [MultiplayerAPI] 传递数据包。\n"
+"当你的脚本通过网络收到其他对等体的数据包时(发送方发出 [signal "
+"packet_generated] 信号),将其传递给这个方法会在本地进行传递。"
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
"and 2147483647)."
-msgstr ""
+msgstr "使用给定的 [code]peer_id[/code] 初始化该对等体(必须在 1 和 2147483647 "
+"之间)。"
#: doc/classes/NetworkedMultiplayerCustom.xml
-#, fuzzy
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
"ConnectionStatus]."
-msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。"
+msgstr "设置连接的状态。见 [enum NetworkedMultiplayerPeer.ConnectionStatus]。"
#: doc/classes/NetworkedMultiplayerCustom.xml
-#, fuzzy
msgid "Set the max packet size that this peer can handle."
-msgstr "设置该实例使用的光照图。"
+msgstr "设置这个对等体所能够处理的最大数据包大小。"
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
@@ -46630,6 +46631,9 @@ msgid ""
"the network (which should call [method deliver_packet] with the data when "
"it's received)."
msgstr ""
+"当本地 [MultiplayerAPI] 生成数据包时触发。\n"
+"你的脚本应当获取这个数据包并将其通过网络发送给请求的对等体("
+"对方收到该数据时应当调用 [method deliver_packet])。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -50336,6 +50340,10 @@ msgid ""
"series don't support cubemap shadows and will fall back to dual paraboloid "
"shadows as a result."
msgstr ""
+"为这个 [OmniLight] 使用的阴影渲染模式。见 [enum ShadowMode]。\n"
+"[b]注意:[/b]在 GLES2 中,只有支持深度立方体贴图功能的 GPU 才支持 [constant "
+"SHADOW_CUBE]。Radeon HD 4000 系列等较老的 GPU "
+"不支持立方体贴图阴影,因此会回退到使用双抛物面阴影。"
#: doc/classes/OmniLight.xml
msgid ""
@@ -50345,14 +50353,13 @@ msgstr ""
"阴影被渲染到一个双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。"
#: doc/classes/OmniLight.xml
-#, fuzzy
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
"feature support for depth cubemaps."
msgstr ""
-"阴影被渲染成一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] 慢,但质量更"
-"高。"
+"阴影被渲染至一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] "
+"慢,但质量更高。仅在支持深度立方体贴图功能的 GPU 上支持。"
#: doc/classes/OmniLight.xml
msgid "Use more detail vertically when computing the shadow."
@@ -72901,7 +72908,6 @@ msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/SpriteBase3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
@@ -72912,9 +72918,9 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
-"设置精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
-"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
-"值)时适用。\n"
+"设置该精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
+"ALPHA_CUT_DISABLED](默认值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@@ -76499,14 +76505,13 @@ msgid "Sets the text for a specific line."
msgstr "设置特定行的文本。"
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
-"如果 [code]bookmark[/code] 为 true,则为行 [code]line[/code] 设置书签。如果 "
-"[code]bookmark[/code] 为 false,则删除该书签。\n"
+"如果 [code]bookmark[/code] 为 [code]true[/code],则为行 [code]line[/code] "
+"设置书签。如果 [code]bookmark[/code] 为 [code]false[/code],则删除该书签。\n"
"书签显示在 [member breakpoint_gutter] 中。"
#: doc/classes/TextEdit.xml
@@ -80906,14 +80911,12 @@ msgid ""
msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。"
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the next sibling TreeItem in the tree or a null object if there is "
"none."
-msgstr "返回树中的下一个 TreeItem,如果没有,则返回一个空对象。"
+msgstr "返回树中的下一个兄弟 TreeItem,如果没有,则返回一个空对象。"
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the next visible sibling TreeItem in the tree or a null object if "
"there is none.\n"
@@ -80921,8 +80924,8 @@ msgid ""
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
-"返回树中下一个可见的 TreeItem,如果没有,则返回空对象。\n"
-"如果 [code]wrap[/code] 被启用,当在最后一个可见元素上调用时,该方法将环绕到树"
+"返回树中下一个可见的兄弟 TreeItem,如果没有,则返回空对象。\n"
+"如果启用了 [code]wrap[/code],当在最后一个可见元素上调用时,该方法将环绕到树"
"中的第一个可见元素,否则它将返回 [code]null[/code]。"
#: doc/classes/TreeItem.xml
@@ -80930,14 +80933,12 @@ msgid "Returns the parent TreeItem or a null object if there is none."
msgstr "返回父级 TreeItem,如果没有,则返回一个空对象。"
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the previous sibling TreeItem in the tree or a null object if there "
"is none."
-msgstr "返回树中的前一个 TreeItem,如果没有,则返回一个空对象。"
+msgstr "返回树中的前一个兄弟 TreeItem,如果没有,则返回一个空对象。"
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the previous visible sibling TreeItem in the tree or a null object "
"if there is none.\n"
@@ -80945,8 +80946,8 @@ msgid ""
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
-"返回树中前一个可见的 TreeItem,如果没有,则返回 null 对象。\n"
-"如果 [code]wrap[/code] 被启用,当在第一个可见元素上调用时,该方法将环绕到树中"
+"返回树中前一个可见的兄弟 TreeItem,如果没有,则返回 null 对象。\n"
+"如果启用了 [code]wrap[/code],当在第一个可见元素上调用时,该方法将环绕到树中"
"最后一个可见元素,否则它将返回 [code]null[/code]。"
#: doc/classes/TreeItem.xml
@@ -89273,6 +89274,10 @@ msgid ""
"viewport_set_use_32_bpc_depth].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
+"如果为 "
+"[code]true[/code],该视区会渲染至高动态范围(HDR)而不是标准动态范围(SDR)。"
+"另请参阅 [method viewport_set_use_32_bpc_depth]。\n"
+"[b]注意:[/b]仅在 GLES3 后端可用。"
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -89370,7 +89375,6 @@ msgid ""
msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。"
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], allocates the viewport's framebuffer with full "
"floating-point precision (32-bit) instead of half floating-point precision "
@@ -89378,11 +89382,9 @@ msgid ""
"on the same [Viewport] to set HDR to [code]true[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果为 [code]true[/code],分配该视窗的帧缓冲时将使用完整浮点数精度(32 位)而"
-"不是半浮点数精度(16 位)。仅在同时启用 [member hdr] 时有效。\n"
-"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要"
-"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member "
-"debanding]。\n"
+"如果为 [code]true[/code],分配该视区的帧缓冲时将使用完整浮点数精度(32 "
+"位)而不是半浮点数精度(16 位)。只有在同一个 [Viewport] 上通过 [method "
+"viewport_set_use_32_bpc_depth] 将 HDR 设为 [code]true[/code] 时有效。\n"
"[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/VisualServer.xml