diff options
Diffstat (limited to 'doc')
77 files changed, 13891 insertions, 4576 deletions
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 99d21706ee..9026aa6a34 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -53,6 +53,7 @@ <return type="float" /> <argument index="0" name="time" type="float" /> <argument index="1" name="seek" type="bool" /> + <argument index="2" name="seek_root" type="bool" /> <description> User-defined callback called when a custom node is processed. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory. @@ -72,8 +73,9 @@ <argument index="1" name="time" type="float" /> <argument index="2" name="delta" type="float" /> <argument index="3" name="seeked" type="bool" /> - <argument index="4" name="blend" type="float" /> - <argument index="5" name="pingponged" type="int" default="0" /> + <argument index="4" name="seek_root" type="bool" /> + <argument index="5" name="blend" type="float" /> + <argument index="6" name="pingponged" type="int" default="0" /> <description> Blend an animation by [code]blend[/code] amount (name must be valid in the linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be passed, as well as whether [code]seek[/code] happened. </description> @@ -83,9 +85,10 @@ <argument index="0" name="input_index" type="int" /> <argument index="1" name="time" type="float" /> <argument index="2" name="seek" type="bool" /> - <argument index="3" name="blend" type="float" /> - <argument index="4" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> - <argument index="5" name="optimize" type="bool" default="true" /> + <argument index="3" name="seek_root" type="bool" /> + <argument index="4" name="blend" type="float" /> + <argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> + <argument index="6" name="optimize" type="bool" default="true" /> <description> Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options). </description> @@ -96,9 +99,10 @@ <argument index="1" name="node" type="AnimationNode" /> <argument index="2" name="time" type="float" /> <argument index="3" name="seek" type="bool" /> - <argument index="4" name="blend" type="float" /> - <argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> - <argument index="6" name="optimize" type="bool" default="true" /> + <argument index="4" name="seek_root" type="bool" /> + <argument index="5" name="blend" type="float" /> + <argument index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> + <argument index="7" name="optimize" type="bool" default="true" /> <description> Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition. </description> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 727a09e110..de2414cd43 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -20,9 +20,9 @@ <member name="autorestart_random_delay" type="float" setter="set_autorestart_random_delay" getter="get_autorestart_random_delay" default="0.0"> If [member autorestart] is [code]true[/code], a random additional delay (in seconds) between 0 and this value will be added to [member autorestart_delay]. </member> - <member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.1"> + <member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.0"> </member> - <member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.1"> + <member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.0"> </member> <member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0"> </member> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 625cf3c47c..653607610d 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -179,6 +179,7 @@ <argument index="1" name="update" type="bool" default="false" /> <description> Seeks the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time. Events between the current frame and [code]seconds[/code] are skipped. + [b]Note:[/b] Seeking to the end of the animation doesn't emit [signal animation_finished]. If you want to skip animation and emit the signal, use [method advance]. </description> </method> <method name="set_blend_time"> diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 5008cd826e..56e5ce1522 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -88,14 +88,14 @@ <return type="Vector3" /> <argument index="0" name="screen_point" type="Vector2" /> <description> - Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. + Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. </description> </method> <method name="project_ray_origin" qualifiers="const"> <return type="Vector3" /> <argument index="0" name="screen_point" type="Vector2" /> <description> - Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. + Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. </description> </method> <method name="set_cull_mask_value"> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index d084bd4db9..2828896eac 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1037,6 +1037,10 @@ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0"> Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does. </member> + <member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true"> + When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested scrollable containers to work out of the box. + You should disable it on the root of your UI if you do not want scroll events to go to the [code]_unhandled_input[/code] processing. + </member> <member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0"> Distance between the node's bottom edge and its parent control, based on [member anchor_bottom]. Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node. @@ -1194,10 +1198,10 @@ Show the system's cross mouse cursor when the user hovers the node. </constant> <constant name="CURSOR_WAIT" value="4" enum="CursorShape"> - Show the system's wait mouse cursor, often an hourglass, when the user hovers the node. + Show the system's wait mouse cursor when the user hovers the node. Often an hourglass. </constant> <constant name="CURSOR_BUSY" value="5" enum="CursorShape"> - Show the system's busy mouse cursor when the user hovers the node. Often an hourglass. + Show the system's busy mouse cursor when the user hovers the node. Often an arrow with a small hourglass. </constant> <constant name="CURSOR_DRAG" value="6" enum="CursorShape"> Show the system's drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they're currently dragging an item, like a node in the Scene dock. @@ -1315,7 +1319,7 @@ The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls. </constant> <constant name="MOUSE_FILTER_PASS" value="1" enum="MouseFilter"> - The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. Even if no control handled it at all, the event will still be handled automatically, so unhandled input will not be fired. + The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to `_unhandled_input` for further processing. </constant> <constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter"> The control will not receive mouse button input events through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically. diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml index 16d0e82a1f..383d33532b 100644 --- a/doc/classes/Curve.xml +++ b/doc/classes/Curve.xml @@ -38,12 +38,6 @@ Removes all points from the curve. </description> </method> - <method name="get_point_count" qualifiers="const"> - <return type="int" /> - <description> - Returns the number of points describing the curve. - </description> - </method> <method name="get_point_left_mode" qualifiers="const"> <return type="int" enum="Curve.TangentMode" /> <argument index="0" name="index" type="int" /> @@ -159,6 +153,9 @@ <member name="min_value" type="float" setter="set_min_value" getter="get_min_value" default="0.0"> The minimum value the curve can reach. </member> + <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0"> + The number of points describing the curve. + </member> </members> <signals> <signal name="range_changed"> diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml index 94e52912a1..3bba825aaa 100644 --- a/doc/classes/Curve2D.xml +++ b/doc/classes/Curve2D.xml @@ -55,12 +55,6 @@ [code]to_point[/code] must be in this curve's local space. </description> </method> - <method name="get_point_count" qualifiers="const"> - <return type="int" /> - <description> - Returns the number of points describing the curve. - </description> - </method> <method name="get_point_in" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="idx" type="int" /> @@ -155,5 +149,8 @@ <member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="5.0"> The distance in pixels between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care. </member> + <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0"> + The number of points describing the curve. + </member> </members> </class> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index ed642e0ddc..6457d9681e 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -68,12 +68,6 @@ [code]to_point[/code] must be in this curve's local space. </description> </method> - <method name="get_point_count" qualifiers="const"> - <return type="int" /> - <description> - Returns the number of points describing the curve. - </description> - </method> <method name="get_point_in" qualifiers="const"> <return type="Vector3" /> <argument index="0" name="idx" type="int" /> @@ -194,6 +188,9 @@ <member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="0.2"> The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care. </member> + <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0"> + The number of points describing the curve. + </member> <member name="up_vector_enabled" type="bool" setter="set_up_vector_enabled" getter="is_up_vector_enabled" default="true"> If [code]true[/code], the curve will bake up vectors used for orientation. This is used when [member PathFollow3D.rotation_mode] is set to [constant PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed. </member> diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index 300cb4bfd6..402efba34a 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -39,7 +39,16 @@ <method name="is_scanning" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] of the filesystem is being scanned. + Returns [code]true[/code] if the filesystem is being scanned. + </description> + </method> + <method name="reimport_files"> + <return type="void" /> + <argument index="0" name="files" type="PackedStringArray" /> + <description> + Reimports a set of files. Call this if these files or their [code].import[/code] files were directly edited by script or an external program. + If the file type changed or the file was newly created, use [method update_file] or [method scan]. + [b]Note:[/b] This function blocks until the import is finished. However, the main loop iteration, including timers and [method Node._process], will occur during the import process due to progress bar updates. Avoid calls to [method reimport_files] or [method scan] while an import is in progress. </description> </method> <method name="scan"> @@ -58,7 +67,8 @@ <return type="void" /> <argument index="0" name="path" type="String" /> <description> - Update a file information. Call this if an external program (not Godot) modified the file. + Add a file in an existing directory, or schedule file information to be updated on editor restart. Can be used to update text files saved by an external program. + This will not import the file. To reimport, call [method reimport_files] or [method scan] methods. </description> </method> <method name="update_script_classes"> diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml index 96dea1edce..2ada211dab 100644 --- a/doc/classes/EditorSpinSlider.xml +++ b/doc/classes/EditorSpinSlider.xml @@ -11,6 +11,9 @@ <members> <member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false"> </member> + <member name="hide_slider" type="bool" setter="set_hide_slider" getter="is_hiding_slider" default="false"> + If [code]true[/code], the slider is hidden. + </member> <member name="label" type="String" setter="set_label" getter="get_label" default=""""> </member> <member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false"> diff --git a/doc/classes/GPUParticlesAttractor3D.xml b/doc/classes/GPUParticlesAttractor3D.xml index 5577b47c89..e69255cc31 100644 --- a/doc/classes/GPUParticlesAttractor3D.xml +++ b/doc/classes/GPUParticlesAttractor3D.xml @@ -1,19 +1,31 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesAttractor3D" inherits="VisualInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Abstract class for 3D particle attractors affecting [GPUParticles3D] nodes. </brief_description> <description> + Particle attractors can be used to attract particles towards the attractor's origin, or to push them away from the attractor's origin. + Particle attractors work in real-time and can be moved, rotated and scaled during gameplay. Unlike collision shapes, non-uniform scaling of attractors is also supported. + Attractors can be temporarily disabled by hiding them, or by setting their [member strength] to [code]0.0[/code]. + [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> </tutorials> <members> <member name="attenuation" type="float" setter="set_attenuation" getter="get_attenuation" default="1.0"> + The particle attractor's attenuation. Higher values result in more gradual pushing of particles as they come closer to the attractor's origin. Zero or negative values will cause particles to be pushed very fast as soon as the touch the attractor's edges. </member> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> + The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the attractor. By default, all particles are affected by an attractor. + After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position. + Particle attraction can also be disabled on a per-process material basis by setting [member ParticlesMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node. </member> <member name="directionality" type="float" setter="set_directionality" getter="get_directionality" default="0.0"> + Adjusts how directional the attractor is. At [code]0.0[/code], the attractor is not directional at all: it will attract particles towards its center. At [code]1.0[/code], the attractor is fully directional: particles will always be pushed towards local -Z (or +Z if [member strength] is negative). + [b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], the direction in which particles are pushed can be changed by rotating the [GPUParticlesAttractor3D] node. </member> <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0"> + If [member strength] is negative, particles will be pushed in the reverse direction. Particles will be pushed [i]away[/i] from the attractor's origin if [member directionality] is [code]0.0[/code], or towards local +Z if [member directionality] is greater than [code]0.0[/code]. </member> </members> </class> diff --git a/doc/classes/GPUParticlesAttractorBox3D.xml b/doc/classes/GPUParticlesAttractorBox3D.xml index 3fa8276579..6595428cc2 100644 --- a/doc/classes/GPUParticlesAttractorBox3D.xml +++ b/doc/classes/GPUParticlesAttractorBox3D.xml @@ -1,13 +1,17 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesAttractorBox3D" inherits="GPUParticlesAttractor3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Box-shaped 3D particle attractor affecting [GPUParticles3D] nodes. </brief_description> <description> + Box-shaped 3D particle attractor affecting [GPUParticles3D] nodes. + [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> </tutorials> <members> <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)"> + The attractor box's extents in 3D units. </member> </members> </class> diff --git a/doc/classes/GPUParticlesAttractorSphere3D.xml b/doc/classes/GPUParticlesAttractorSphere3D.xml index 2b68637b38..4077937ef3 100644 --- a/doc/classes/GPUParticlesAttractorSphere3D.xml +++ b/doc/classes/GPUParticlesAttractorSphere3D.xml @@ -1,13 +1,18 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesAttractorSphere3D" inherits="GPUParticlesAttractor3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Ellipse-shaped 3D particle attractor affecting [GPUParticles3D] nodes. </brief_description> <description> + Ellipse-shaped 3D particle attractor affecting [GPUParticles3D] nodes. + [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> </tutorials> <members> <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0"> + The attractor sphere's radius in 3D units. + [b]Note:[/b] Stretched ellipses can be obtained by using non-uniform scaling on the [GPUParticlesAttractorSphere3D] node. </member> </members> </class> diff --git a/doc/classes/GPUParticlesAttractorVectorField3D.xml b/doc/classes/GPUParticlesAttractorVectorField3D.xml index cbf817f407..aeadfaf4ab 100644 --- a/doc/classes/GPUParticlesAttractorVectorField3D.xml +++ b/doc/classes/GPUParticlesAttractorVectorField3D.xml @@ -1,15 +1,22 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesAttractorVectorField3D" inherits="GPUParticlesAttractor3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Box-shaped 3D particle attractor with strength varying within the box, affecting [GPUParticles3D] nodes. </brief_description> <description> + Box-shaped 3D particle attractor with strength varying within the box, affecting [GPUParticles3D] nodes. + Unlike [GPUParticlesAttractorBox3D], [GPUParticlesAttractorVectorField3D] uses a [member texture] to affect attraction strength within the box. This can be used to create complex attraction scenarios where particles travel in different directions depending on their location. This can be useful for weather effects such as sandstorms. + [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> </tutorials> <members> <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)"> + The extents of the vector field box in 3D units. </member> <member name="texture" type="Texture3D" setter="set_texture" getter="get_texture"> + The 3D texture to be used. Values are linearly interpolated between the texture's pixels. + [b]Note:[/b] To get better performance, the 3D texture's resolution should reflect the [member extents] of the attractor. Since particle attraction is usually low-frequency data, the texture can be kept at a low resolution such as 64×64×64. </member> </members> </class> diff --git a/doc/classes/GPUParticlesCollision3D.xml b/doc/classes/GPUParticlesCollision3D.xml index 45bc9b402b..435f9781f0 100644 --- a/doc/classes/GPUParticlesCollision3D.xml +++ b/doc/classes/GPUParticlesCollision3D.xml @@ -1,13 +1,23 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesCollision3D" inherits="VisualInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Abstract class for 3D particle collision shapes affecting [GPUParticles3D] nodes. </brief_description> <description> + Particle collision shapes can be used to make particles stop or bounce against them. + Particle collision shapes in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is [i]not[/i] supported. + Particle collision shapes can be temporarily disabled by hiding them. + [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. + [b]Note:[/b] Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value that matches or exceeds the target framerate. </description> <tutorials> </tutorials> <members> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> + The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticlesMaterial.collision_enabled] set to [code]true[/code] will be affected by a collision shape. + After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position. + Particle attraction can also be disabled on a per-process material basis by setting [member ParticlesMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node. </member> </members> </class> diff --git a/doc/classes/GPUParticlesCollisionBox3D.xml b/doc/classes/GPUParticlesCollisionBox3D.xml index 091b4ca730..60d66ca682 100644 --- a/doc/classes/GPUParticlesCollisionBox3D.xml +++ b/doc/classes/GPUParticlesCollisionBox3D.xml @@ -1,13 +1,18 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesCollisionBox3D" inherits="GPUParticlesCollision3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes. </brief_description> <description> + Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes. + [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> </tutorials> <members> <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)"> + The collision box's extents in 3D units. </member> </members> </class> diff --git a/doc/classes/GPUParticlesCollisionHeightField3D.xml b/doc/classes/GPUParticlesCollisionHeightField3D.xml index a7b59ea684..3fcad43efb 100644 --- a/doc/classes/GPUParticlesCollisionHeightField3D.xml +++ b/doc/classes/GPUParticlesCollisionHeightField3D.xml @@ -1,39 +1,59 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesCollisionHeightField3D" inherits="GPUParticlesCollision3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes. </brief_description> <description> + Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes. + Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking step. + [GPUParticlesCollisionHeightField3D] can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes [GPUParticlesCollisionHeightField3D] a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, since heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] is not suited for indoor particle collision. + [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> </tutorials> <members> <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)"> + The collision heightmap's extents in 3D units. To improve heightmap quality, [member extents] should be set as small as possible while covering the parts of the scene you need. </member> <member name="follow_camera_enabled" type="bool" setter="set_follow_camera_enabled" getter="is_follow_camera_enabled" default="false"> + If [code]true[/code], the [GPUParticlesCollisionHeightField3D] will follow the current camera in global space. The [GPUParticlesCollisionHeightField3D] does not need to be a child of the [Camera3D] node for this to work. + Following the camera has a performance cost, as it will force the heightmap to update whenever the camera moves. Consider lowering [member resolution] to improve performance if [member follow_camera_enabled] is [code]true[/code]. </member> <member name="resolution" type="int" setter="set_resolution" getter="get_resolution" enum="GPUParticlesCollisionHeightField3D.Resolution" default="2"> + Higher resolutions can represent small details more accurately in large scenes, at the cost of lower performance. If [member update_mode] is [constant UPDATE_MODE_ALWAYS], consider using the lowest resolution possible. </member> <member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="GPUParticlesCollisionHeightField3D.UpdateMode" default="0"> + The update policy to use for the generated heightmap. </member> </members> <constants> <constant name="RESOLUTION_256" value="0" enum="Resolution"> + Generate a 256×256 heightmap. Intended for small-scale scenes, or larger scenes with no distant particles. </constant> <constant name="RESOLUTION_512" value="1" enum="Resolution"> + Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger scenes with no distant particles. </constant> <constant name="RESOLUTION_1024" value="2" enum="Resolution"> + Generate a 1024×1024 heightmap. Intended for large scenes with distant particles. </constant> <constant name="RESOLUTION_2048" value="3" enum="Resolution"> + Generate a 2048×2048 heightmap. Intended for very large scenes with distant particles. </constant> <constant name="RESOLUTION_4096" value="4" enum="Resolution"> + Generate a 4096×4096 heightmap. Intended for huge scenes with distant particles. </constant> <constant name="RESOLUTION_8192" value="5" enum="Resolution"> + Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant particles. </constant> <constant name="RESOLUTION_MAX" value="6" enum="Resolution"> + Represents the size of the [enum Resolution] enum. </constant> <constant name="UPDATE_MODE_WHEN_MOVED" value="0" enum="UpdateMode"> + Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node is moved, or when the camera moves if [member follow_camera_enabled] is [code]true[/code]. An update can be forced by slightly moving the [GPUParticlesCollisionHeightField3D] in any direction. </constant> <constant name="UPDATE_MODE_ALWAYS" value="1" enum="UpdateMode"> + Update the heightmap every frame. This has a significant performance cost. This update should only be used when geometry that particles can collide with changes significantly during gameplay. </constant> </constants> </class> diff --git a/doc/classes/GPUParticlesCollisionSDF3D.xml b/doc/classes/GPUParticlesCollisionSDF3D.xml index 6f59a18eb5..c9af07288e 100644 --- a/doc/classes/GPUParticlesCollisionSDF3D.xml +++ b/doc/classes/GPUParticlesCollisionSDF3D.xml @@ -1,35 +1,53 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesCollisionSDF3D" inherits="GPUParticlesCollision3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Baked signed distance field 3D particle attractor affecting [GPUParticles3D] nodes. </brief_description> <description> + Baked signed distance field 3D particle attractor affecting [GPUParticles3D] nodes. + Signed distance fields (SDF) allow for efficiently representing approximate collision shapes for convex and concave objects of any shape. This is more flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking step. + [b]Baking:[/b] The signed distance field texture can be baked by selecting the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s touching the [member extents] will be taken into account for baking, regardless of their [member GeometryInstance3D.gi_mode]. + [b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only possible within the editor, as there is no bake method exposed for use in exported projects. However, it's still possible to load pre-baked [Texture3D]s into its [member texture] property in an exported project. + [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> </tutorials> <members> <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> <member name="resolution" type="int" setter="set_resolution" getter="get_resolution" enum="GPUParticlesCollisionSDF3D.Resolution" default="2"> + The bake resolution to use for the signed distance field [member texture]. The texture must be baked again for changes to the [member resolution] property to be effective. Higher resolutions have a greater performance cost and take more time to bake. Higher resolutions also result in larger baked textures, leading to increased VRAM and storage space requirements. To improve performance and reduce bake times, use the lowest resolution possible for the object you're representing the collision of. </member> <member name="texture" type="Texture3D" setter="set_texture" getter="get_texture"> + The 3D texture representing the signed distance field. </member> <member name="thickness" type="float" setter="set_thickness" getter="get_thickness" default="1.0"> + The collision shape's thickness. Unlike other particle colliders, [GPUParticlesCollisionSDF3D] is actually hollow on the inside. [member thickness] can be increased to prevent particles from tunneling through the collision shape at high speeds, or when the [GPUParticlesCollisionSDF3D] is moved. </member> </members> <constants> <constant name="RESOLUTION_16" value="0" enum="Resolution"> + Bake a 16×16×16 signed distance field. This is the fastest option, but also the least precise. </constant> <constant name="RESOLUTION_32" value="1" enum="Resolution"> + Bake a 32×32×32 signed distance field. </constant> <constant name="RESOLUTION_64" value="2" enum="Resolution"> + Bake a 64×64×64 signed distance field. </constant> <constant name="RESOLUTION_128" value="3" enum="Resolution"> + Bake a 128×128×128 signed distance field. </constant> <constant name="RESOLUTION_256" value="4" enum="Resolution"> + Bake a 256×256×256 signed distance field. </constant> <constant name="RESOLUTION_512" value="5" enum="Resolution"> + Bake a 512×512×512 signed distance field. This is the slowest option, but also the most precise. </constant> <constant name="RESOLUTION_MAX" value="6" enum="Resolution"> + Represents the size of the [enum Resolution] enum. </constant> </constants> </class> diff --git a/doc/classes/GPUParticlesCollisionSphere3D.xml b/doc/classes/GPUParticlesCollisionSphere3D.xml index b78e114d09..6651a732da 100644 --- a/doc/classes/GPUParticlesCollisionSphere3D.xml +++ b/doc/classes/GPUParticlesCollisionSphere3D.xml @@ -1,13 +1,18 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GPUParticlesCollisionSphere3D" inherits="GPUParticlesCollision3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes. </brief_description> <description> + Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes. + [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> </tutorials> <members> <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0"> + The collision sphere's radius in 3D units. </member> </members> </class> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index e699a40ea0..02352ca808 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -296,8 +296,9 @@ </description> </signal> <signal name="delete_nodes_request"> + <argument index="0" name="nodes" type="StringName[]" /> <description> - Emitted when a GraphNode is attempted to be removed from the GraphEdit. + Emitted when a GraphNode is attempted to be removed from the GraphEdit. Provides a list of node names to be removed (all selected nodes, excluding nodes without closing button). </description> </signal> <signal name="disconnection_request"> diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index 173da63a15..5f0dca0402 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -119,6 +119,13 @@ Returns the right (output) type of the slot [code]idx[/code]. </description> </method> + <method name="is_slot_draw_stylebox" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="idx" type="int" /> + <description> + Returns true if the background [StyleBox] of the slot [code]idx[/code] is drawn. + </description> + </method> <method name="is_slot_enabled_left" qualifiers="const"> <return type="bool" /> <argument index="0" name="idx" type="int" /> @@ -152,6 +159,7 @@ <argument index="6" name="color_right" type="Color" /> <argument index="7" name="custom_left" type="Texture2D" default="null" /> <argument index="8" name="custom_right" type="Texture2D" default="null" /> + <argument index="9" name="enable" type="bool" default="true" /> <description> Sets properties of the slot with ID [code]idx[/code]. If [code]enable_left[/code]/[code]right[/code], a port will appear and the slot will be able to be connected from this side. @@ -178,6 +186,14 @@ Sets the [Color] of the right (output) side of the slot [code]idx[/code] to [code]color_right[/code]. </description> </method> + <method name="set_slot_draw_stylebox"> + <return type="void" /> + <argument index="0" name="idx" type="int" /> + <argument index="1" name="draw_stylebox" type="bool" /> + <description> + Toggles the background [StyleBox] of the slot [code]idx[/code]. + </description> + </method> <method name="set_slot_enabled_left"> <return type="void" /> <argument index="0" name="idx" type="int" /> @@ -301,6 +317,8 @@ <theme_item name="title_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 1)"> Color of the title text. </theme_item> + <theme_item name="close_h_offset" data_type="constant" type="int" default="22"> + </theme_item> <theme_item name="close_offset" data_type="constant" type="int" default="22"> The vertical offset of the close button. </theme_item> @@ -343,5 +361,8 @@ <theme_item name="selected_frame" data_type="style" type="StyleBox"> The background used when the [GraphNode] is selected. </theme_item> + <theme_item name="slot" data_type="style" type="StyleBox"> + The [StyleBox] used for each slot of the [GraphNode]. + </theme_item> </theme_items> </class> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 948c4b253f..2a4381b41b 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -428,10 +428,10 @@ Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections. </constant> <constant name="CURSOR_WAIT" value="4" enum="CursorShape"> - Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation. + Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread). </constant> <constant name="CURSOR_BUSY" value="5" enum="CursorShape"> - Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread). + Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation. </constant> <constant name="CURSOR_DRAG" value="6" enum="CursorShape"> Drag cursor. Usually displayed when dragging something. diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml index 1bd52ab2dc..c4d02e6101 100644 --- a/doc/classes/Label3D.xml +++ b/doc/classes/Label3D.xml @@ -78,7 +78,7 @@ Font size of the [Label3D]'s text. </member> <member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1"> - Controls the text's horizontal alignment. Supports left, center, right. Set it to one of the [enum HorizontalAlignment] constants. + Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants. </member> <member name="language" type="String" setter="set_language" getter="get_language" default=""""> Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml index 1cffb1a627..36588ce2f5 100644 --- a/doc/classes/NavigationMeshGenerator.xml +++ b/doc/classes/NavigationMeshGenerator.xml @@ -1,8 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="NavigationMeshGenerator" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Helper class for creating and clearing navigation meshes. </brief_description> <description> + This class is responsible for creating and clearing 3D navigation meshes used as [NavigationMesh] resources inside [NavigationRegion3D]. The [NavigationMeshGenerator] has very limited to no use for 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse. + The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very performance and time hungry operations. + Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total amount of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area. + The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes. </description> <tutorials> </tutorials> @@ -12,12 +17,14 @@ <argument index="0" name="nav_mesh" type="NavigationMesh" /> <argument index="1" name="root_node" type="Node" /> <description> + Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child nodes under the provided [code]root_node[/code] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry/parsed_geometry_type] and [member NavigationMesh.geometry/source_geometry_mode] properties on the [NavigationMesh] resource. </description> </method> <method name="clear"> <return type="void" /> <argument index="0" name="nav_mesh" type="NavigationMesh" /> <description> + Removes all polygons and vertices from the provided [code]nav_mesh[/code] resource. </description> </method> </methods> diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml index 2540c56258..f3690ce8a7 100644 --- a/doc/classes/NavigationObstacle2D.xml +++ b/doc/classes/NavigationObstacle2D.xml @@ -8,6 +8,14 @@ </description> <tutorials> </tutorials> + <methods> + <method name="get_rid" qualifiers="const"> + <return type="RID" /> + <description> + Returns the [RID] of this obstacle on the [NavigationServer2D]. + </description> + </method> + </methods> <members> <member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true"> Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius. diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml index f9489db5f1..e6ea70b91a 100644 --- a/doc/classes/NavigationObstacle3D.xml +++ b/doc/classes/NavigationObstacle3D.xml @@ -8,6 +8,14 @@ </description> <tutorials> </tutorials> + <methods> + <method name="get_rid" qualifiers="const"> + <return type="RID" /> + <description> + Returns the [RID] of this obstacle on the [NavigationServer3D]. + </description> + </method> + </methods> <members> <member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true"> Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius. diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml index 60f1020286..42f0e0c5d9 100644 --- a/doc/classes/NavigationRegion3D.xml +++ b/doc/classes/NavigationRegion3D.xml @@ -14,7 +14,7 @@ <return type="void" /> <argument index="0" name="on_thread" type="bool" default="true" /> <description> - Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. + Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled). </description> </method> <method name="get_region_rid" qualifiers="const"> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index e007dfd9b5..928834101f 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -21,6 +21,13 @@ Creates the agent. </description> </method> + <method name="agent_get_map" qualifiers="const"> + <return type="RID" /> + <argument index="0" name="agent" type="RID" /> + <description> + Returns the navigation map [RID] the requested [code]agent[/code] is currently assigned to. + </description> + </method> <method name="agent_is_map_changed" qualifiers="const"> <return type="bool" /> <argument index="0" name="agent" type="RID" /> @@ -123,6 +130,13 @@ Create a new map. </description> </method> + <method name="map_get_agents" qualifiers="const"> + <return type="Array" /> + <argument index="0" name="map" type="RID" /> + <description> + Returns all navigation agents [RID]s that are currently assigned to the requested navigation [code]map[/code]. + </description> + </method> <method name="map_get_cell_size" qualifiers="const"> <return type="float" /> <argument index="0" name="map" type="RID" /> @@ -164,6 +178,13 @@ Returns the navigation path to reach the destination from the origin. [code]layers[/code] is a bitmask of all region layers that are allowed to be in the path. </description> </method> + <method name="map_get_regions" qualifiers="const"> + <return type="Array" /> + <argument index="0" name="map" type="RID" /> + <description> + Returns all navigation regions [RID]s that are currently assigned to the requested navigation [code]map[/code]. + </description> + </method> <method name="map_is_active" qualifiers="const"> <return type="bool" /> <argument index="0" name="nap" type="RID" /> @@ -231,6 +252,13 @@ Returns the region's layers. </description> </method> + <method name="region_get_map" qualifiers="const"> + <return type="RID" /> + <argument index="0" name="region" type="RID" /> + <description> + Returns the navigation map [RID] the requested [code]region[/code] is currently assigned to. + </description> + </method> <method name="region_set_layers" qualifiers="const"> <return type="void" /> <argument index="0" name="region" type="RID" /> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index c987bc9042..8c83fe5485 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -21,6 +21,13 @@ Creates the agent. </description> </method> + <method name="agent_get_map" qualifiers="const"> + <return type="RID" /> + <argument index="0" name="agent" type="RID" /> + <description> + Returns the navigation map [RID] the requested [code]agent[/code] is currently assigned to. + </description> + </method> <method name="agent_is_map_changed" qualifiers="const"> <return type="bool" /> <argument index="0" name="agent" type="RID" /> @@ -123,6 +130,13 @@ Create a new map. </description> </method> + <method name="map_get_agents" qualifiers="const"> + <return type="Array" /> + <argument index="0" name="map" type="RID" /> + <description> + Returns all navigation agents [RID]s that are currently assigned to the requested navigation [code]map[/code]. + </description> + </method> <method name="map_get_cell_size" qualifiers="const"> <return type="float" /> <argument index="0" name="map" type="RID" /> @@ -182,6 +196,13 @@ Returns the navigation path to reach the destination from the origin. [code]layers[/code] is a bitmask of all region layers that are allowed to be in the path. </description> </method> + <method name="map_get_regions" qualifiers="const"> + <return type="Array" /> + <argument index="0" name="map" type="RID" /> + <description> + Returns all navigation regions [RID]s that are currently assigned to the requested navigation [code]map[/code]. + </description> + </method> <method name="map_get_up" qualifiers="const"> <return type="Vector3" /> <argument index="0" name="map" type="RID" /> @@ -281,6 +302,13 @@ Returns the region's layers. </description> </method> + <method name="region_get_map" qualifiers="const"> + <return type="RID" /> + <argument index="0" name="region" type="RID" /> + <description> + Returns the navigation map [RID] the requested [code]region[/code] is currently assigned to. + </description> + </method> <method name="region_set_layers" qualifiers="const"> <return type="void" /> <argument index="0" name="region" type="RID" /> diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index bcaf38fd06..01da9cb9a2 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -6,8 +6,8 @@ <description> This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code. You can add custom monitors using the [method add_custom_monitor] method. Custom monitors are available in [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel together with built-in monitors. - [b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build. - [b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes. + [b]Note:[/b] Some of the built-in monitors are only available in debug mode and will always return [code]0[/code] when used in a project exported in release mode. + [b]Note:[/b] Some of the built-in monitors are not updated in real-time for performance reasons, so there may be a delay of up to 1 second between changes. [b]Note:[/b] Custom monitors do not support negative values. Negative values are clamped to 0. </description> <tutorials> @@ -19,7 +19,7 @@ <argument index="1" name="callable" type="Callable" /> <argument index="2" name="arguments" type="Array" default="[]" /> <description> - Adds a custom monitor with name same as id. You can specify the category of monitor using '/' in id. If there are more than one '/' then default category is used. Default category is "Custom". + Adds a custom monitor with the name [code]id[/code]. You can specify the category of the monitor using slash delimiters in [code]id[/code] (for example: [code]"Game/NumberOfNPCs"[/code]). If there is more than one slash delimiter, then the default category is used. The default category is [code]"Custom"[/code]. Prints an error if given [code]id[/code] is already present. [codeblocks] [gdscript] func _ready(): @@ -29,11 +29,11 @@ Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value) # Adds monitor with name "MyName" to category "Custom". - # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid. + # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different IDs, so the code is valid. Performance.add_custom_monitor("MyMonitor", monitor_value) # Adds monitor with name "MyName" to category "Custom". - # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid. + # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different IDs, so the code is valid. Performance.add_custom_monitor("Custom/MyMonitor", monitor_value) # Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom". @@ -67,30 +67,28 @@ } [/csharp] [/codeblocks] - The debugger calls the callable to get the value of custom monitor. The callable must return a number. + The debugger calls the callable to get the value of custom monitor. The callable must return a zero or positive integer or floating-point number. Callables are called with arguments supplied in argument array. - [b]Note:[/b] It prints an error if given id is already present. </description> </method> <method name="get_custom_monitor"> <return type="Variant" /> <argument index="0" name="id" type="StringName" /> <description> - Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor. - [b]Note:[/b] It prints an error if the given id is absent. + Returns the value of custom monitor with given [code]id[/code]. The callable is called to get the value of custom monitor. See also [method has_custom_monitor]. Prints an error if the given [code]id[/code] is absent. </description> </method> <method name="get_custom_monitor_names"> <return type="Array" /> <description> - Returns the names of active custom monitors in an array. + Returns the names of active custom monitors in an [Array]. </description> </method> <method name="get_monitor" qualifiers="const"> <return type="float" /> <argument index="0" name="monitor" type="int" enum="Performance.Monitor" /> <description> - Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this: + Returns the value of one of the available built-in monitors. You should provide one of the [enum Monitor] constants as the argument, like this: [codeblocks] [gdscript] print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console. @@ -99,95 +97,99 @@ GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console. [/csharp] [/codeblocks] + See [method get_custom_monitor] to query custom performance monitors' values. </description> </method> <method name="get_monitor_modification_time"> <return type="int" /> <description> - Returns the last tick in which custom monitor was added/removed. + Returns the last tick in which custom monitor was added/removed (in microseconds since the engine started). This is set to [method Time.get_ticks_usec] when the monitor is updated. </description> </method> <method name="has_custom_monitor"> <return type="bool" /> <argument index="0" name="id" type="StringName" /> <description> - Returns true if custom monitor with the given id is present otherwise returns false. + Returns [code]true[/code] if custom monitor with the given [code]id[/code] is present, [code]false[/code] otherwise. </description> </method> <method name="remove_custom_monitor"> <return type="void" /> <argument index="0" name="id" type="StringName" /> <description> - Removes the custom monitor with given id. - [b]Note:[/b] It prints an error if the given id is already absent. + Removes the custom monitor with given [code]id[/code]. Prints an error if the given [code]id[/code] is already absent. </description> </method> </methods> <constants> <constant name="TIME_FPS" value="0" enum="Monitor"> - Number of frames per second. + The number of frames rendered in the last second. This metric is only updated once per second, even if queried more often. [i]Higher is better.[/i] </constant> <constant name="TIME_PROCESS" value="1" enum="Monitor"> - Time it took to complete one frame, in seconds. + Time it took to complete one frame, in seconds. [i]Lower is better.[/i] </constant> <constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor"> - Time it took to complete one physics frame, in seconds. + Time it took to complete one physics frame, in seconds. [i]Lower is better.[/i] </constant> <constant name="MEMORY_STATIC" value="3" enum="Monitor"> - Static memory currently used, in bytes. Not available in release builds. + Static memory currently used, in bytes. Not available in release builds. [i]Lower is better.[/i] </constant> <constant name="MEMORY_STATIC_MAX" value="4" enum="Monitor"> - Available static memory. Not available in release builds. + Available static memory. Not available in release builds. [i]Lower is better.[/i] </constant> <constant name="MEMORY_MESSAGE_BUFFER_MAX" value="5" enum="Monitor"> - Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. + Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. [i]Lower is better.[/i] </constant> <constant name="OBJECT_COUNT" value="6" enum="Monitor"> - Number of objects currently instantiated (including nodes). + Number of objects currently instantiated (including nodes). [i]Lower is better.[/i] </constant> <constant name="OBJECT_RESOURCE_COUNT" value="7" enum="Monitor"> - Number of resources currently used. + Number of resources currently used. [i]Lower is better.[/i] </constant> <constant name="OBJECT_NODE_COUNT" value="8" enum="Monitor"> - Number of nodes currently instantiated in the scene tree. This also includes the root node. + Number of nodes currently instantiated in the scene tree. This also includes the root node. [i]Lower is better.[/i] </constant> <constant name="OBJECT_ORPHAN_NODE_COUNT" value="9" enum="Monitor"> - Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. + Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. [i]Lower is better.[/i] </constant> <constant name="RENDER_TOTAL_OBJECTS_IN_FRAME" value="10" enum="Monitor"> + The total number of objects in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling). [i]Lower is better.[/i] </constant> <constant name="RENDER_TOTAL_PRIMITIVES_IN_FRAME" value="11" enum="Monitor"> + The total number of vertices or indices rendered in the last rendered frame. This metric doesn't include primitives from culled objects (either via hiding nodes, frustum culling or occlusion culling). Due to the depth prepass and shadow passes, the number of primitives is always higher than the actual number of vertices in the scene (typically double or triple the original vertex count). [i]Lower is better.[/i] </constant> <constant name="RENDER_TOTAL_DRAW_CALLS_IN_FRAME" value="12" enum="Monitor"> + The total number of draw calls performed in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling), since they do not result in draw calls. [i]Lower is better.[/i] </constant> <constant name="RENDER_VIDEO_MEM_USED" value="13" enum="Monitor"> - The amount of video memory used, i.e. texture and vertex memory combined. + The amount of video memory used (texture and vertex memory combined, in bytes). Since this metric also includes miscellaneous allocations, this value is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and [constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i] </constant> <constant name="RENDER_TEXTURE_MEM_USED" value="14" enum="Monitor"> - The amount of texture memory used. + The amount of texture memory used (in bytes). [i]Lower is better.[/i] </constant> <constant name="RENDER_BUFFER_MEM_USED" value="15" enum="Monitor"> + The amount of render buffer memory used (in bytes). [i]Lower is better.[/i] </constant> <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor"> - Number of active [RigidDynamicBody2D] nodes in the game. + Number of active [RigidDynamicBody2D] nodes in the game. [i]Lower is better.[/i] </constant> <constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor"> - Number of collision pairs in the 2D physics engine. + Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i] </constant> <constant name="PHYSICS_2D_ISLAND_COUNT" value="18" enum="Monitor"> - Number of islands in the 2D physics engine. + Number of islands in the 2D physics engine. [i]Lower is better.[/i] </constant> <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor"> - Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game. + Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i] </constant> <constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor"> - Number of collision pairs in the 3D physics engine. + Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i] </constant> <constant name="PHYSICS_3D_ISLAND_COUNT" value="21" enum="Monitor"> - Number of islands in the 3D physics engine. + Number of islands in the 3D physics engine. [i]Lower is better.[/i] </constant> <constant name="AUDIO_OUTPUT_LATENCY" value="22" enum="Monitor"> - Output latency of the [AudioServer]. + Output latency of the [AudioServer]. [i]Lower is better.[/i] </constant> <constant name="MONITOR_MAX" value="23" enum="Monitor"> Represents the size of the [enum Monitor] enum. diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml index c22a49edf7..00f21a2058 100644 --- a/doc/classes/PhysicsTestMotionParameters2D.xml +++ b/doc/classes/PhysicsTestMotionParameters2D.xml @@ -28,5 +28,9 @@ <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)"> Motion vector to define the length and direction of the motion to test. </member> + <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false"> + If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody2D.move_and_slide] for improving floor detection when floor snapping is disabled. + If set to [code]false[/code], only collisions resulting from the motion are reported; this is used e.g. by [method PhysicsBody2D.move_and_collide]. + </member> </members> </class> diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml index 4ff07de7aa..5b07796a10 100644 --- a/doc/classes/PhysicsTestMotionParameters3D.xml +++ b/doc/classes/PhysicsTestMotionParameters3D.xml @@ -31,5 +31,9 @@ <member name="motion" type="Vector3" setter="set_motion" getter="get_motion" default="Vector3(0, 0, 0)"> Motion vector to define the length and direction of the motion to test. </member> + <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false"> + If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody3D.move_and_slide] for improving floor detection when floor snapping is disabled. + If set to [code]false[/code], only collisions resulting from the motion are detected; this is used e.g. by [method PhysicsBody3D.move_and_collide]. + </member> </members> </class> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index b54c129369..7f3c0ea6d9 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1723,13 +1723,13 @@ <member name="rendering/limits/global_shader_variables/buffer_size" type="int" setter="" getter="" default="65536"> </member> <member name="rendering/limits/opengl/max_lights_per_object" type="int" setter="" getter="" default="8"> - Max number of lights renderable per object. This is further limited by hardware support. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices. + Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices. </member> <member name="rendering/limits/opengl/max_renderable_elements" type="int" setter="" getter="" default="65536"> Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export. </member> - <member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="256"> - Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export. + <member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="32"> + Max number of positional lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export. </member> <member name="rendering/limits/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000"> </member> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 62a692d4a7..c481fa30c2 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -60,6 +60,7 @@ <argument index="0" name="character" type="int" /> <description> Returns the line number of the character position provided. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_character_paragraph"> @@ -67,24 +68,28 @@ <argument index="0" name="character" type="int" /> <description> Returns the paragraph number of the character position provided. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_content_height" qualifiers="const"> <return type="int" /> <description> Returns the height of the content. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_content_width" qualifiers="const"> <return type="int" /> <description> Returns the width of the content. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_line_count" qualifiers="const"> <return type="int" /> <description> Returns the total number of lines in the text. Wrapped text is counted as multiple lines. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_line_offset"> @@ -92,6 +97,7 @@ <argument index="0" name="line" type="int" /> <description> Returns the vertical offset of the line found at the provided index. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_menu" qualifiers="const"> @@ -112,6 +118,7 @@ <argument index="0" name="paragraph" type="int" /> <description> Returns the vertical offset of the paragraph found at the provided index. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_parsed_text" qualifiers="const"> @@ -155,12 +162,14 @@ <return type="int" /> <description> Returns the number of visible lines. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_visible_paragraph_count" qualifiers="const"> <return type="int" /> <description> Returns the number of visible paragraphs. A paragraph is considered visible if at least one of its lines is visible. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="install_effect"> @@ -176,6 +185,12 @@ Returns whether the menu is visible. Use this instead of [code]get_menu().visible[/code] to improve performance (so the creation of the menu is avoided). </description> </method> + <method name="is_ready" qualifiers="const"> + <return type="bool" /> + <description> + If [member threaded] is enabled, returns [code]true[/code] if the background thread has finished text processing, otherwise always return [code]true[/code]. + </description> + </method> <method name="newline"> <return type="void" /> <description> @@ -476,6 +491,10 @@ The range of characters to display, as a [float] between 0.0 and 1.0. When assigned an out of range value, it's the same as assigning 1.0. [b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count]. </member> + <member name="progress_bar_delay" type="int" setter="set_progress_bar_delay" getter="get_progress_bar_delay" default="1000"> + The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely. + [b]Note:[/b] Progress bar is dislayed only if [member threaded] is enabled. + </member> <member name="scroll_active" type="bool" setter="set_scroll_active" getter="is_scroll_active" default="true"> If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/code] does not block scrolling completely. See [method scroll_to_line]. </member> @@ -504,6 +523,9 @@ <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> Base text writing direction. </member> + <member name="threaded" type="bool" setter="set_threaded" getter="is_threaded" default="false"> + If [code]true[/code], text processing is done in a background thread. + </member> <member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1"> The restricted number of characters to display in the label. If [code]-1[/code], all characters will be displayed. [b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count]. @@ -513,6 +535,11 @@ </member> </members> <signals> + <signal name="finished"> + <description> + Triggered when the document is fully loaded. + </description> + </signal> <signal name="meta_clicked"> <argument index="0" name="meta" type="Variant" /> <description> diff --git a/doc/classes/TextMesh.xml b/doc/classes/TextMesh.xml new file mode 100644 index 0000000000..5a1501d2ca --- /dev/null +++ b/doc/classes/TextMesh.xml @@ -0,0 +1,77 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="TextMesh" inherits="PrimitiveMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Generate an [PrimitiveMesh] from the text. + </brief_description> + <description> + Generate an [PrimitiveMesh] from the text. + TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported. + The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges. + </description> + <tutorials> + </tutorials> + <methods> + <method name="clear_opentype_features"> + <return type="void" /> + <description> + Removes all OpenType features. + </description> + </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int" /> + <argument index="0" name="tag" type="String" /> + <description> + Returns OpenType feature [code]tag[/code]. + </description> + </method> + <method name="set_opentype_feature"> + <return type="void" /> + <argument index="0" name="tag" type="String" /> + <argument index="1" name="value" type="int" /> + <description> + Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> + </methods> + <members> + <member name="curve_step" type="float" setter="set_curve_step" getter="get_curve_step" default="0.5"> + Step (in pixels) used to approximate Bézier curves. + </member> + <member name="depth" type="float" setter="set_depth" getter="get_depth" default="0.05"> + Depths of the mesh, if set to [code]0.0[/code] only front surface, is generated, and UV layout is changed to use full texture for the front face only. + </member> + <member name="font" type="Font" setter="set_font" getter="get_font"> + [Font] used for the [TextMesh]'s text. + </member> + <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16"> + Font size of the [TextMesh]'s text. + </member> + <member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1"> + Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants. + </member> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for text shaping algorithms, if left empty current locale is used instead. + </member> + <member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01"> + The size of one pixel's width on the text to scale it in 3D. + </member> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> + Set BiDi algorithm override for the structured text. + </member> + <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]"> + Set additional options for BiDi override. + </member> + <member name="text" type="String" setter="set_text" getter="get_text" default=""""> + The text to generate mesh from. + </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="TextServer.Direction" default="0"> + Base text writing direction. + </member> + <member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false"> + If [code]true[/code], all the text displays as UPPERCASE. + </member> + <member name="width" type="float" setter="set_width" getter="get_width" default="500.0"> + Text width (in pixels), used for fill alignment. + </member> + </members> +</class> diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index 1ba86c633d..330a405d5f 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -22,7 +22,7 @@ </member> <member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidDynamicBody3D" default="40.0" /> <member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0"> - The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated. + The steering angle for the vehicle, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated. </member> </members> </class> diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 7fc59722e1..1c164d7c9a 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -53,7 +53,7 @@ A negative value will result in the wheel reversing. </member> <member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0"> - The steering angle for the wheel. Setting this to a non-zero value will result in the vehicle turning when it's moving. + The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. </member> <member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force" default="6000.0"> The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidDynamicBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml index 78a681d92a..2468042850 100644 --- a/doc/classes/VisualInstance3D.xml +++ b/doc/classes/VisualInstance3D.xml @@ -66,6 +66,7 @@ <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask"> The render layer(s) this [VisualInstance3D] is drawn on. This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to. + For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal. </member> </members> </class> diff --git a/doc/translations/ar.po b/doc/translations/ar.po index 41f1f50d6b..9c160cb499 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -1017,11 +1017,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1065,37 +1066,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4197,17 +4197,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4235,9 +4242,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4261,8 +4268,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4314,6 +4324,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4830,11 +4850,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5870,7 +5890,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7060,7 +7083,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7105,10 +7131,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7246,11 +7276,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8385,7 +8419,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8607,7 +8641,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11721,17 +11755,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13983,7 +14017,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14079,7 +14115,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22495,6 +22533,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26082,9 +26125,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34614,13 +34670,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35332,6 +35388,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35401,6 +35463,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "يُرجع قيمة الجيب العكسية للمَعلم." @@ -35428,6 +35496,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." @@ -35451,6 +35525,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "يُرجع جيب المَعلم." @@ -35929,19 +36009,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "يُرجع جيب المَعلم." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -35960,7 +36081,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36006,6 +36130,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36042,6 +36171,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37230,7 +37364,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37238,8 +37372,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37533,14 +37667,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37673,6 +37799,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37834,6 +37969,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39075,7 +39228,7 @@ msgstr "يُرجع جيب المَعلم." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39097,7 +39250,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44450,6 +44604,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45244,6 +45407,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48690,19 +48857,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53534,8 +53688,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53556,8 +53717,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/ca.po b/doc/translations/ca.po index eb82d850ee..9b721874b7 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -1047,11 +1047,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1095,37 +1096,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4220,17 +4220,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4258,9 +4265,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4284,8 +4291,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4337,6 +4347,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4852,11 +4872,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5891,7 +5911,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7081,7 +7104,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7126,10 +7152,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7267,11 +7297,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8406,7 +8440,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8628,7 +8662,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11739,17 +11773,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13998,7 +14032,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14094,7 +14130,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22500,6 +22538,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26084,9 +26126,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34608,13 +34663,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35320,6 +35375,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35383,6 +35444,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35409,6 +35476,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35430,6 +35503,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35902,17 +35981,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35933,7 +36052,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35979,6 +36101,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -36015,6 +36141,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37199,7 +37329,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37207,8 +37337,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37502,14 +37632,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37642,6 +37764,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37803,6 +37934,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39043,7 +39192,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39065,7 +39214,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44392,6 +44542,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45185,6 +45344,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48630,19 +48793,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53472,8 +53622,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53494,8 +53651,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 067a49c93d..0068c04766 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -927,11 +927,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -975,37 +976,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4100,17 +4100,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4138,9 +4145,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4164,8 +4171,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4217,6 +4227,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4732,11 +4752,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5771,7 +5791,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6961,7 +6984,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7006,10 +7032,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7147,11 +7177,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8286,7 +8320,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8508,7 +8542,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11619,17 +11653,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13878,7 +13912,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13974,7 +14010,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22380,6 +22418,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25961,9 +26003,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34485,13 +34540,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35197,6 +35252,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35260,6 +35321,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35286,6 +35353,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35307,6 +35380,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35779,17 +35858,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35810,7 +35929,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35856,6 +35978,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35892,6 +36018,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37076,7 +37206,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37084,8 +37214,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37379,14 +37509,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37519,6 +37641,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37680,6 +37811,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38920,7 +39069,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38942,7 +39091,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44269,6 +44419,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45062,6 +45221,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48507,19 +48670,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53349,8 +53499,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53371,8 +53528,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 6315c89af2..bfa9be6259 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -1357,12 +1357,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Náhodný rozptyl, jakákoliv hodnota čísla s plovoucí řádkou (float, double) " "mezi hodnotami [code]od[/code] a [code]do[/code].\n" @@ -1427,37 +1429,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4604,17 +4605,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4642,9 +4650,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4668,8 +4676,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4721,6 +4732,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5237,11 +5258,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -6277,7 +6298,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7469,7 +7493,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7514,10 +7541,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7655,11 +7686,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8795,7 +8830,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -9017,7 +9052,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12138,17 +12173,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14405,7 +14440,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14501,7 +14538,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22952,6 +22991,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26539,9 +26583,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -35079,13 +35136,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35798,6 +35855,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." @@ -35868,6 +35931,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Vrátí arkus sinus parametru." @@ -35895,6 +35964,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." @@ -35918,6 +35993,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Vrátí sinus parametru." @@ -36398,19 +36479,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -36429,7 +36551,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36475,6 +36600,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Vrátí sinus parametru." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36511,6 +36641,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Vrátí sinus parametru." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37699,7 +37834,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37707,8 +37842,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -38002,14 +38137,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -38142,6 +38269,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38303,6 +38439,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39547,7 +39701,7 @@ msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39569,7 +39723,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44930,6 +45085,18 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" +"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] " +"přiblížně rovny." + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45726,6 +45893,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -49172,19 +49343,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -54024,8 +54182,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -54046,8 +54211,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/de.po b/doc/translations/de.po index eb6e3b1886..10d5d2f52c 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -46,12 +46,13 @@ # Robin <robin.janzen@gmx.net>, 2022. # Andreas <self@andreasbresser.de>, 2022. # Christian Packenius <christian@packenius.com>, 2022. +# Hannes Petersen <01zustrom.baklava@icloud.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: 2022-04-30 17:12+0000\n" -"Last-Translator: Christian Packenius <christian@packenius.com>\n" +"PO-Revision-Date: 2022-05-13 19:27+0000\n" +"Last-Translator: Hannes Petersen <01zustrom.baklava@icloud.com>\n" "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/de/>\n" "Language: de\n" @@ -59,7 +60,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.12.1\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -103,7 +104,7 @@ msgstr "Methoden-Beschreibung" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" -msgstr "Theme-Eigenschaften-Beschreibung" +msgstr "Beschreibung der Theme-Eigenschaften" #: doc/tools/make_rst.py msgid "Inherits:" @@ -123,7 +124,7 @@ msgstr "Standard" #: doc/tools/make_rst.py msgid "Setter" -msgstr "Setter" +msgstr "Wert-Zuweiser" #: doc/tools/make_rst.py msgid "value" @@ -131,7 +132,7 @@ msgstr "Wert" #: doc/tools/make_rst.py msgid "Getter" -msgstr "Getter" +msgstr "Wert-Abrufer" #: doc/tools/make_rst.py msgid "" @@ -143,7 +144,7 @@ msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" -"Diese Methode verursacht keine Seiteneffekte. Variablen der betroffenen " +"Diese Methode löst keine Seiteneffekte aus. Variablen der betroffenen " "Instanz bleiben unverändert." #: doc/tools/make_rst.py @@ -151,11 +152,11 @@ msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" "Diese Methode nimmt eine beliebige Anzahl an Argumenten nach Ende der hier " -"beschriebenen auf." +"beschriebenen Argumente auf." #: doc/tools/make_rst.py msgid "This method is used to construct a type." -msgstr "Diese Methode wird dazu verwendet, einen Typ zu konstruieren." +msgstr "Diese Methode wird dazu verwendet, einen Typen zu konstruieren." #: doc/tools/make_rst.py msgid "" @@ -1533,12 +1534,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Gibt einen Zufallswert zwischen [code]from[/code] und [code]to[/code] " "zurück.\n" @@ -1617,37 +1620,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1656,45 +1658,6 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"Gibt zurück ein Array mit der angegebenen Reichweite. Range kann 1 Argument " -"[code]N[/code] (0 bis [code]N[/code] - 1), zwei Argumente ([code]initial[/" -"code], [code]final - 1[/code]) oder drei Argumente ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]) aufnehmen. Gibt ein leeres " -"Array zurück, falls die Reichweite ungültig ist (z.B. [code]range(2, 5, -1)[/" -"code] oder [code]range(5, 5, 1)[/code]).\n" -"Gibt zurück ein Array mit der angegebenen Reichweite. [code]range()[/code] " -"kann 1 Argument N ([code]0[/code] bis [code]N - 1[/code]), zwei Argumente " -"([code]initial[/code], [code]final - 1[/code]) oder drei Argumente " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]) " -"aufnehmen. [code]increment[/code] darf negativ sein. Ist [code]increment[/" -"code] negativ, wird [code]final - 1[/code] zu [code]final + 1[/code]. Ferner " -"muss, damit die Schleife durchlaufen werden kann, der Initialwert größer " -"sein als der Finalwert.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Ausgabe:\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" -"[/codeblock]\n" -"Um rückwärts durch ein [Array] zu iterieren:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" -"[/codeblock]\n" -"Ausgabe:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -3973,6 +3936,8 @@ msgid "" "MIDI note ON message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" +"MIDI Noten ON Mitteilung. Weitere Informationen, wie MIDI Eingaben verwendet " +"werden, können der Dokumentation von [InputEventMIDI] entnommen werden." #: doc/classes/@GlobalScope.xml msgid "" @@ -3985,6 +3950,9 @@ msgid "" "MIDI control change message. This message is sent when a controller value " "changes. Controllers include devices such as pedals and levers." msgstr "" +"Änderungsmitteilung für eine MIDI-Steuerungseinheit. Diese Mitteilung wird " +"gesendet, sollte sich der Wert einer Steuerungseinheit ändern. " +"Steuerungseinheiten sind zum Beispiel Pedale und Schalter." #: doc/classes/@GlobalScope.xml msgid "" @@ -4028,6 +3996,9 @@ msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" +"MIDI Mitteilung für Songauswahl. Legt fest, welche Musik-Sequenz oder " +"welcher Song abgespielt werden soll. Das Abrufen dieser Daten ist nicht in " +"Godot implementiert." #: doc/classes/@GlobalScope.xml msgid "" @@ -4040,20 +4011,26 @@ msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "" +"MIDI Mitteilung zum Uhr-Timing. Diese Mitteilung wird 24 Mal pro Viertelnote " +"gesendet, sollte eine Synchronisation erforderlich sein." #: doc/classes/@GlobalScope.xml msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "" +"MIDI Start-Mitteilung. Startet die Wiedergabe der aktuellen Sequenz. Dieser " +"Mitteilung folgen die Uhr-Timings." #: doc/classes/@GlobalScope.xml msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" +"MIDI Wiederaufnahme-Mitteilung. Die Wiedergabe der Sequenz wird an dem Punkt " +"fortgesetzt, an dem die Wiedergabe gestoppt wurde." #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." -msgstr "" +msgstr "MIDI Stop-Mitteilung. Stoppt die Wiedergabe der aktuellen Sequenz." #: doc/classes/@GlobalScope.xml msgid "" @@ -4066,6 +4043,9 @@ msgid "" "MIDI system reset message. Reset all receivers in the system to power-up " "status. It should not be sent on power-up itself." msgstr "" +"MIDI System-Reset Mitteilung. Reset aller Empfänger im System in den " +"Hochfahren-Status. Diese Mitteilung sollte nicht zum Starten der Empfänger " +"selbst genutzt werden." #: doc/classes/@GlobalScope.xml msgid "" @@ -4843,7 +4823,7 @@ msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Math tutorial index" -msgstr "" +msgstr "Mathematik Anleitungsindex" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml @@ -4897,6 +4877,8 @@ msgid "" "Returns the center of the [AABB], which is equal to [member position] + " "([member size] / 2)." msgstr "" +"Gibt den Mittelwert von [AABB] zurück, welcher gleich ist wie [member " +"position] + ([member size] / 2)." #: doc/classes/AABB.xml msgid "Gets the position of the 8 endpoints of the [AABB] in space." @@ -5300,22 +5282,30 @@ msgid "Maximum value for the mode enum." msgstr "Maximaler Wert für das Modus-Enum." #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, fuzzy +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "Sprite-Knoten, der mehrere Texturen für die Animation verwenden kann." #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" -msgstr "" +msgstr "2D Sprite Animation" #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml @@ -5325,7 +5315,7 @@ msgstr "" #: doc/classes/Particles2D.xml doc/classes/Timer.xml #: doc/classes/VisibilityNotifier2D.xml msgid "2D Dodge The Creeps Demo" -msgstr "" +msgstr "2D „Dodge The Creeps“ Demo" #: doc/classes/AnimatedSprite.xml msgid "" @@ -5342,9 +5332,10 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "Hält die aktuelle Animation an (setzt den Bildzähler nicht zurück)." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "Die aktuelle Animation aus der Ressource [code]frames[/code]. Wenn sich " @@ -5370,9 +5361,12 @@ msgstr "Wenn [code]true[/code], wird die Textur vertikal gespiegelt." msgid "The displayed animation frame's index." msgstr "Der Index des angezeigten Animationsrahmens." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "Die [SpriteFrames]-Ressource, welche die Animation(en) enthält." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5418,7 +5412,7 @@ msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "2D Sprite animation (also applies to 3D)" -msgstr "" +msgstr "2D Sprite Animation (gilt ebenfalls für 3D)" #: doc/classes/AnimatedSprite3D.xml msgid "Returns [code]true[/code] if an animation is currently being played." @@ -5433,6 +5427,18 @@ msgstr "" "Spielt die Animation mit dem Namen [code]anim[/code] ab. Wenn keine " "[code]anim[/code] angegeben ist, wird die aktuelle Animation abgespielt." +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" +"Die aktuelle Animation aus der Ressource [code]frames[/code]. Wenn sich " +"dieser Wert ändert, wird der [code]frames[/code]-Zähler zurückgesetzt." + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "Die [SpriteFrames]-Ressource, welche die Animation(en) enthält." + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "Proxy-Textur für einfache framebasierte Animationen." @@ -6169,11 +6175,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "Keine Interpolation (nächstgelegener Wert)." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "lineare Interpolation." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Kubische Interpolation." @@ -7109,7 +7115,7 @@ msgstr "Benennt das übergebene Node um." #: doc/classes/AnimationNodeStateMachine.xml msgid "Replaces the node and keeps its transitions unchanged." -msgstr "" +msgstr "Ersetzt den Knotenpunkt und erhält seine Übergänge unverändert." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph end point." @@ -7556,11 +7562,15 @@ msgstr "" "[code]newname[/code] um." #: doc/classes/AnimationPlayer.xml +#, fuzzy msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" "Sucht die Animation bis zum Zeitpunkt [code]Sekunden[/code] (in Sekunden). " "Wenn [code]update[/code] ist [code]true[/code], wird auch die Animation " @@ -7685,6 +7695,10 @@ msgid "" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method play] or from [AnimationTree]." msgstr "" +"Wird ausgelöst, wenn eine zurückgestellte Animation abgespielt wird nachdem " +"eine vorherige Animation beendet wurde. Siehe auch [method queue].\n" +"[b]Anmerkung:[/b] Das Signal wird nicht ausgelöst, wenn die Animation mit " +"[method play] oder von [AnimationTree] geändert wird." #: doc/classes/AnimationPlayer.xml msgid "Notifies when an animation finished playing." @@ -7857,6 +7871,9 @@ msgid "" "[i]Deprecated.[/i] Animation player that uses a node graph for blending " "animations. Superseded by [AnimationTree]." msgstr "" +"[i]Veraltet.[/i] Animations-Wiedergabekomponente die einen Knoten-basierten " +"Graphen zur Überblendung von Animationen nutzt. Wurde ersetzt durch " +"[AnimationTree]." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7868,6 +7885,15 @@ msgid "" "depending on the graph.\n" "See [AnimationTree] for a more full-featured replacement of this node." msgstr "" +"[i]Veraltet.[/i] Ein knoten-basiertes Graphen-Tool zum Überblenden von " +"mehreren Animationen die an einen [AnimationPlayer] gebunden sind. Das ist " +"besonders hilfreich beim Animieren von Spieler-Charakteren oder anderen " +"Objekten auf Skelett-Basis. Es kann mehrere Animationen nutzen um eine " +"erwünschte Pose zu formen.\n" +"Es nimmt [Animation]s von einem [AnimationPlayer] Knoten und vermischt sie " +"wie benötigt auf dem Graphen.\n" +"Siehe auch [AnimationTree] für einen vollumfänglichen Austausch dieses " +"Knotenpunkts." #: doc/classes/AnimationTreePlayer.xml #, fuzzy @@ -8999,7 +9025,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -9044,10 +9073,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -9187,11 +9220,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -10331,7 +10368,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -10553,7 +10590,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -13695,17 +13732,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -16027,7 +16064,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -16124,7 +16163,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -24666,6 +24707,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Falls [code]wahr[/code] wir Audio gerade abgespielt." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -28284,9 +28330,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -36869,13 +36928,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -37593,6 +37652,15 @@ msgstr "Benennt das übergebene Node um." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" +"Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/" +"code], wenn nicht gefunden." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" "Gibt [code]true[/code] zurück, wenn der Graph das übergebene Node enthält." @@ -37664,6 +37732,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Gibt das letzte Node des Graphen zurück." @@ -37694,6 +37768,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Gibt [code]true[/code] zurück falls das Array leer ist." @@ -37717,6 +37797,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Gibt die Größe des Arrays zurück." @@ -38211,19 +38297,59 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Steht für die Größe von [enum TextureRepeat] enum." #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml #, fuzzy -msgid "Clears the navigation mesh." -msgstr "Enthält die Audio Daten in Bytes." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Entfernt die Animation mit dem key [code]name[/code]." #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." @@ -38243,7 +38369,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -38293,6 +38422,11 @@ msgid "" msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Gibt die Anzahl der Spuren in der Animation zurück." + +#: doc/classes/NavigationObstacle.xml 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." @@ -38329,6 +38463,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Gibt die Anzahl der Spuren in der Animation zurück." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -39522,7 +39661,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -39530,8 +39669,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -39825,14 +39964,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -39965,6 +40096,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -40126,6 +40266,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -41369,10 +41527,13 @@ msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/OptionButton.xml +#, fuzzy msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" +"Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/" +"code], wenn nicht gefunden." #: doc/classes/OptionButton.xml msgid "" @@ -41392,7 +41553,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -46791,6 +46953,17 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" +"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist." + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -47659,6 +47832,11 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +#, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "Kein Hinweis auf die bearbeitete Eigenschaft." + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -51117,19 +51295,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -56014,8 +56179,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -56036,8 +56208,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " @@ -76160,10 +76340,12 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "Target ray from touch screen, mouse or other tactile input device." msgstr "" +"Ziel-Strahl für einen Touch-Screen, eine Computer-Maus oder ein taktisches " +"Eingabegerät." #: doc/classes/WindowDialog.xml msgid "Base class for window dialogs." -msgstr "" +msgstr "Basis-Klasse für Fenster-Dialoge." #: doc/classes/WindowDialog.xml msgid "" @@ -76204,6 +76386,8 @@ msgid "" "The thickness of the border that can be dragged when scaling the window (if " "[member resizable] is enabled)." msgstr "" +"Die Breite der Kante, die zum Anpassen der Fenstergröße genutzt werden kann " +"(wenn [member resizable] aktiviert ist)." #: doc/classes/WindowDialog.xml msgid "The vertical offset of the title text." @@ -76234,7 +76418,7 @@ msgstr "" #: doc/classes/World.xml msgid "Class that has everything pertaining to a world." -msgstr "" +msgstr "Eine Klasse die alles für eine Welt mitbringt." #: doc/classes/World.xml msgid "" @@ -76248,6 +76432,8 @@ msgid "" "Direct access to the world's physics 3D space state. Used for querying " "current and potential collisions." msgstr "" +"Direkter Zugang zu dem physischen Zustand des 3D Raums der Welt. Wird " +"genutzt um aktuelle oder zukünftige Kollisionen abzufragen." #: doc/classes/World.xml msgid "The World's [Environment]." @@ -76258,18 +76444,20 @@ msgid "" "The World's fallback_environment will be used if the World's [Environment] " "fails or is missing." msgstr "" +"Das fallback_environment der Welt wird genutzt, sollte das [Environment] der " +"Welt nicht existieren oder nicht geladen werden können." #: doc/classes/World.xml msgid "The World's visual scenario." -msgstr "" +msgstr "Das visuelle Szenario der Welt." #: doc/classes/World.xml msgid "The World's physics space." -msgstr "" +msgstr "The physikalische Raum der Welt." #: doc/classes/World2D.xml msgid "Class that has everything pertaining to a 2D world." -msgstr "" +msgstr "Eine Klasse die alles für eine 2D Welt mitbringt." #: doc/classes/World2D.xml msgid "" @@ -76277,12 +76465,17 @@ msgid "" "visual scenario and a sound space. 2D nodes register their resources into " "the current 2D world." msgstr "" +"Eine Klasse die alles für eine 2D Welt mitbringt. Einen physikalischen Raum, " +"ein visuelles Szenario und einen Bereich für Sounds. 2D Knotenpunkte " +"registrieren ihre Resourcen in die aktuelle 2D Welt." #: doc/classes/World2D.xml msgid "" "The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." msgstr "" +"Die [RID] der Canvas Resource dieser Welt. Wird von [VisualServer] für 2D-" +"Zeichnungen genutzt." #: doc/classes/World2D.xml msgid "" @@ -76357,6 +76550,8 @@ msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" +"Niedrig-levelige Klasse um Parser für [url=https://en.wikipedia.org/wiki/" +"XML]XML[/url]-Dateien zu erstellen." #: doc/classes/XMLParser.xml msgid "" @@ -76364,6 +76559,9 @@ msgid "" "flexible standard, this interface is low-level so it can be applied to any " "possible schema." msgstr "" +"Diese Klasse kann als Grundlage für eigene XML Parser genutzt werden. Da XML " +"ein sehr flexibler Standard ist, kann dieses niedrig-levelige Interface an " +"jedes beliebige Schema angepasst werden." #: doc/classes/XMLParser.xml msgid "Gets the amount of attributes in the current element." @@ -76374,16 +76572,22 @@ msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" +"Gibt den Namen des Attributes zurück, dass durch den Index in dem [code]idx[/" +"code] Argument spezifiziert wird." #: doc/classes/XMLParser.xml msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" +"Gibt den Wert eines Attributes zurück, das durch den Index in dem [code]idx[/" +"code] Argument spezifiziert wird." #: doc/classes/XMLParser.xml msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" +"Gibt die aktuelle Zeile in der geöffneten Datei zurück (aktuell nicht " +"implementiert)." #: doc/classes/XMLParser.xml msgid "" @@ -76396,12 +76600,17 @@ msgid "" "Gets the value of a certain attribute of the current element by name. This " "will return an empty [String] if the attribute is not found." msgstr "" +"Gibt den Wert eines bestimmten Attributes innerhalb des aktuellen Elementes " +"zurück, dass den gesuchten Namen besitzt. Der Rückgabewert ist ein leerer " +"[String], sollte das Attribut nicht gefunden werden." #: doc/classes/XMLParser.xml msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." msgstr "" +"Gibt den Inhalt eines Text-Knotenpunkts zurück. Sollte der Knotenpunkt ein " +"anderer Typ sein, so wird ein Fehler geworfen." #: doc/classes/XMLParser.xml msgid "" @@ -76420,10 +76629,12 @@ msgstr "" msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" +"Gibt den Typ des aktuellen Knotenpunkts zurück. Der Typ kann mit den [enum " +"NodeType] Konstanten verglichen werden." #: doc/classes/XMLParser.xml msgid "Check whether the current element has a certain attribute." -msgstr "" +msgstr "Überprüft, ob das aktuelle Element einen bestimmtes Attribut enthält." #: doc/classes/XMLParser.xml msgid "" @@ -76433,15 +76644,19 @@ msgstr "" #: doc/classes/XMLParser.xml msgid "Opens an XML file for parsing. This returns an error code." -msgstr "" +msgstr "Öffnet eine XML-Datei zum Parsen. Der Rückgabewert ist ein Fehlercode." #: doc/classes/XMLParser.xml msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" +"Öffnet einen unbearbeiteten Buffer zum Parsen. Der Rückgabewert ist ein " +"Fehlercode." #: doc/classes/XMLParser.xml msgid "Reads the next node of the file. This returns an error code." msgstr "" +"Liest den Text-Knotenpunkt der Datei aus. Der Reückgabewert ist ein " +"Fehlercode." #: doc/classes/XMLParser.xml msgid "" @@ -76458,10 +76673,12 @@ msgstr "" #: doc/classes/XMLParser.xml msgid "There's no node (no file or buffer opened)." msgstr "" +"Es ist kein Knotenpunkt verfügbar (da keine Datei oder kein Buffer geöffnet " +"wurde)." #: doc/classes/XMLParser.xml msgid "Element (tag)." -msgstr "" +msgstr "Element (Tag)." #: doc/classes/XMLParser.xml msgid "End of element." @@ -76469,11 +76686,11 @@ msgstr "Ende des Elements." #: doc/classes/XMLParser.xml msgid "Text node." -msgstr "" +msgstr "Text-Knotenpunkt." #: doc/classes/XMLParser.xml msgid "Comment node." -msgstr "" +msgstr "Kommentar-Knotenpunkt." #: doc/classes/XMLParser.xml msgid "CDATA content." @@ -76485,7 +76702,7 @@ msgstr "unbekanntes Node." #: doc/classes/YSort.xml msgid "Sort all child nodes based on their Y positions." -msgstr "" +msgstr "Sotiert alle Kind-Knotenpunkte basierend auf ihrer Y-Position." #: doc/classes/YSort.xml msgid "" diff --git a/doc/translations/el.po b/doc/translations/el.po index ec174486ec..11cf5ad2c9 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -942,11 +942,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -990,37 +991,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4115,17 +4115,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4153,9 +4160,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4179,8 +4186,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4232,6 +4242,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4748,11 +4768,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5788,7 +5808,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6978,7 +7001,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7023,10 +7049,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7164,11 +7194,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8303,7 +8337,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8525,7 +8559,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11639,17 +11673,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13902,7 +13936,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13998,7 +14034,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22414,6 +22452,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26001,9 +26044,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34533,13 +34589,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35245,6 +35301,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35314,6 +35376,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." @@ -35341,6 +35409,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." @@ -35364,6 +35438,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Επιστρέφει το ημίτονο της παραμέτρου." @@ -35842,19 +35922,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -35873,7 +35994,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35919,6 +36043,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/NavigationObstacle.xml 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." @@ -35955,6 +36084,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37143,7 +37277,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37151,8 +37285,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37446,14 +37580,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37586,6 +37712,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37747,6 +37882,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38988,7 +39141,7 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39010,7 +39163,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44350,6 +44504,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45144,6 +45307,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48590,19 +48757,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53434,8 +53588,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53456,8 +53617,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/es.po b/doc/translations/es.po index caef4dfcef..6980dbaa70 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -1517,12 +1517,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Rango aleatorio de cualquier numero real entre [code]from[/code] y [code]to[/" "code].\n" @@ -1595,37 +1597,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1634,40 +1635,6 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"Devuelve una formación con el rango dado. El método [code]range()[/code] " -"puede tener un argumento [code]N[/code] (0 a [code]N[/code] - 1), dos " -"argumentos ([code]initial[/code], [code]final - 1[/code]) o tres argumentos " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] puede ser negativo, y en tal caso, [code]final - 1[/" -"code] llega a ser [code]final + 1[/code]. También, el valor incial debe ser " -"mayor que el valor final para que se ejecute la iteración.\n" -"Devuelve una formación vacía si el rango no es válido (por ejemplo, " -"[code]range(2, 5, -1)[/code] o [code]range(5, 5, 1)[/code]).\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Salida:\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" -"[/codeblock]\n" -"Para iterar sobre un [Array] al revés, utilice:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" -"[/codeblock]\n" -"Salida:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -5376,17 +5343,25 @@ msgid "Maximum value for the mode enum." msgstr "Valor máximo para el modo enum." #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, fuzzy +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "Nodo Sprite que puede usar múltiples texturas para la animación." #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -5417,9 +5392,10 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "Detiene la animación actual (no reinicia el contador de fotogramas)." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "La animación actual del recurso [code]frames[/code]. Si este valor cambia, " @@ -5445,9 +5421,12 @@ msgstr "Si [code]true[/code], la textura se voltea verticalmente." msgid "The displayed animation frame's index." msgstr "El índice del cuadro de animación mostrado." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5509,6 +5488,18 @@ msgstr "" "Reproduce la animación llamada [code]anim[/code]. Si no se proporciona " "[code]anim[/code], se reproduce la animación actual." +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" +"La animación actual del recurso [code]frames[/code]. Si este valor cambia, " +"el contador [code]frame[/code] se reinicia." + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)." + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "Textura de conexión para animaciones simples basadas en fotogramas." @@ -6235,11 +6226,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "No hay interpolación (valor más cercano)." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolación lineal." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Interpolación cúbica." @@ -7593,11 +7584,15 @@ msgstr "" "[code]newname[/code]." #: doc/classes/AnimationPlayer.xml +#, fuzzy msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" "Busca la animación hasta el punto en el tiempo de [code]seconds[/code]. Si " "[code]update[/code] es [code]true[/code], la animación se actualiza también, " @@ -9114,7 +9109,10 @@ msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "Devuelve el numer de veces que un elemento es encuentra en el array." @@ -9174,10 +9172,15 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "Busca el array por un valor y devuelve su indice o [code]-1[/code] sino se " "encuentra. Opcionalmente, el indice de busqueda inicial puede ser pasado." @@ -9354,11 +9357,16 @@ msgstr "" "Si el array es menor, los elementos so limipiados, si mayor, los nuevos " "elementos son [code]null[/code]." -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" "Busca el array en orden inverso. Opcionalmente, un indice de comienzo de " "busqueda puede ser pasado. Si negacion, el indice de comienzo es considerado " @@ -10992,7 +11000,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11320,7 +11328,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -15234,9 +15242,9 @@ msgstr "" #, fuzzy msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" "Devuelve un vector normal en el espacio del mundo, que es el resultado de " "proyectar un punto en el rectángulo [Viewport] por la proyección de la " @@ -15247,9 +15255,9 @@ msgstr "" #, fuzzy msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" "Devuelve una posición 3D en el espacio mundo, que es el resultado de " "proyectar un punto en el rectángulo [Viewport] por la proyección de la " @@ -18239,9 +18247,12 @@ msgid "If [code]true[/code], no collisions will be detected." msgstr "Si [code]true[/code], no se detectarán colisiones." #: doc/classes/CollisionPolygon2D.xml +#, fuzzy msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" "Si [code]true[/code], sólo los bordes que están boca arriba, en relación con " "la rotación de [CollisionPolygon2D], colisionarán con otros objetos." @@ -18365,9 +18376,12 @@ msgid "" msgstr "Una forma de colisión desactivada no tiene ningún efecto en el mundo." #: doc/classes/CollisionShape2D.xml +#, fuzzy msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" "Establece si esta forma de colisión sólo debe detectar la colisión en un " "lado (superior o inferior)." @@ -29700,6 +29714,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Si [code]true[/code], la flecha de plegado está oculta." + #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "" @@ -34406,11 +34425,24 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "Los colores de gradiente devueltos como un [PackedColorArray]." #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml #, fuzzy msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" "Los desplazamientos de gradiente devueltos como un [PackedFloat32Array]." +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "Textura llena de gradientes." @@ -45720,13 +45752,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -46669,6 +46701,15 @@ msgstr "Crea un [HingeJoint]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" +"Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si " +"no se encuentra." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Devuelve [code]true[/code] si el script puede ser instanciado." @@ -46740,6 +46781,12 @@ msgid "Create a new map." msgstr "Crea un [Area2D]." #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Devuelve el tamaño del array." @@ -46774,6 +46821,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "Devuelve el polígono de navegación del tile." #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Devuelve [code]true[/code] si la selección está activa." @@ -46799,6 +46852,12 @@ msgid "Creates a new region." msgstr "Crea un [Area2D]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Establece los metadatos del borde dado." @@ -47320,19 +47379,59 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Representa el tamaño del enum [enum ShaderMode]." #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml #, fuzzy -msgid "Clears the navigation mesh." -msgstr "Establece la malla de navegación del objeto." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/NavigationMeshInstance.xml #, fuzzy @@ -47353,7 +47452,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -47403,6 +47505,11 @@ msgid "" msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." + +#: doc/classes/NavigationObstacle.xml 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." @@ -47442,6 +47549,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -49210,7 +49322,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -49218,8 +49330,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -49645,14 +49757,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -49866,6 +49970,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -50052,6 +50165,27 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]." #: doc/classes/Node.xml +#, fuzzy +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" +"Heredó el modo de pausa del padre del nodo. Para el nodo raíz, es " +"equivalente a [constant PAUSE_MODE_STOP]. Por defecto." + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "Duplica las señales del nodo." @@ -51808,8 +51942,9 @@ msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml +#, fuzzy msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" "Devuelve el ID del elemento seleccionado, o [code]0[/code] si no hay ningún " @@ -51835,9 +51970,11 @@ msgid "Removes the item at index [code]idx[/code]." msgstr "Elimina el elemento en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml +#, fuzzy msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" "Selecciona un elemento por índice y lo convierte en el elemento actual. Esto " "funcionará incluso si el elemento está desactivado." @@ -58935,6 +59072,17 @@ msgstr "" "Utiliza esta función si no estás seguro de la fuente de los datos. Para la " "entrada del usuario esta función siempre debe ser preferida." +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" +"Devuelve [code]true[/code] si el objeto contiene el [code]method[/code] dado." + #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" @@ -60037,6 +60185,11 @@ msgstr "[Font] usada para los elementos del menú." #: doc/classes/PopupMenu.xml #, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "[Font] que se usa para el texto de las [Label]." + +#: doc/classes/PopupMenu.xml +#, fuzzy msgid "[Texture] icon for the checked checkbox items." msgstr "Icono [Texture2D] para las casillas marcadas." @@ -64306,19 +64459,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml #, fuzzy msgid "General-purpose 3D proximity detection node." @@ -70533,19 +70673,20 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" -"Devuelve una lista de los puntos donde esta forma toca a otra. Si no hay " -"colisiones la lista está vacía.\n" -"Este método necesita la matriz de transformación de esta forma " -"([code]local_xform[/code]), la forma para comprobar las colisiones con " -"([code]with_shape[/code]), y la matriz de transformación de esa forma " -"([code]shape_xform[/code])." #: doc/classes/Shape2D.xml msgid "" @@ -70568,9 +70709,18 @@ msgstr "" "([code]shape_motion[/code])." #: doc/classes/Shape2D.xml +#, fuzzy msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/fa.po b/doc/translations/fa.po index fb0b7d196f..0851199fe8 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -1360,11 +1360,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1408,37 +1409,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4539,17 +4539,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4577,9 +4584,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4603,8 +4610,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4656,6 +4666,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5171,11 +5191,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -6210,7 +6230,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7400,7 +7423,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7445,10 +7471,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7586,11 +7616,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8725,7 +8759,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8947,7 +8981,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12058,17 +12092,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14317,7 +14351,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14413,7 +14449,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22819,6 +22857,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26403,9 +26445,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34927,13 +34982,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35645,6 +35700,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35708,6 +35769,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35734,6 +35801,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35755,6 +35828,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -36227,17 +36306,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36258,7 +36377,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36304,6 +36426,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -36340,6 +36466,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37524,7 +37654,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37532,8 +37662,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37827,14 +37957,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37967,6 +38089,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38128,6 +38259,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39368,7 +39517,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39390,7 +39539,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44729,6 +44879,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45522,6 +45681,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48967,19 +49130,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53813,8 +53963,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53835,8 +53992,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/fi.po b/doc/translations/fi.po index 4a23377588..ce19aaf1de 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -1009,11 +1009,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1057,37 +1058,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4182,17 +4182,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4220,9 +4227,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4246,8 +4253,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4299,6 +4309,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4815,11 +4835,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5855,7 +5875,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7051,7 +7074,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7096,10 +7122,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7237,11 +7267,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8376,7 +8410,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8598,7 +8632,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11713,17 +11747,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13978,7 +14012,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14074,7 +14110,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22490,6 +22528,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Palauttaa parametrin kosinin." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26078,9 +26121,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34617,13 +34673,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35329,6 +35385,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35398,6 +35460,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Palauttaa parametrin arkussinin." @@ -35425,6 +35493,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Palauttaa parametrin kosinin." @@ -35448,6 +35522,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Palauttaa parametrin sinin." @@ -35927,19 +36007,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Laskee kahden vektorin ristitulon." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -35958,7 +36079,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36004,6 +36128,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36040,6 +36169,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37228,7 +37362,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37236,8 +37370,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37531,14 +37665,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37671,6 +37797,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37832,6 +37967,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39073,7 +39226,7 @@ msgstr "Laskee kahden vektorin ristitulon." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39095,7 +39248,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44435,6 +44589,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45229,6 +45392,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48675,19 +48842,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53519,8 +53673,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53541,8 +53702,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/fil.po b/doc/translations/fil.po index d5533cf3b8..d0e5d18650 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -5,12 +5,13 @@ # # Jethro Parker <lionbearjet@hotmail.com>, 2020. # Pierre Stempin <pierre.stempin@gmail.com>, 2020. +# Marco Santos <enum.scima@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: 2020-10-07 06:10+0000\n" -"Last-Translator: Pierre Stempin <pierre.stempin@gmail.com>\n" +"PO-Revision-Date: 2022-05-15 09:39+0000\n" +"Last-Translator: Marco Santos <enum.scima@gmail.com>\n" "Language-Team: Filipino <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fil/>\n" "Language: fil\n" @@ -19,7 +20,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 " "|| n % 10 == 6 || n % 10 == 9);\n" -"X-Generator: Weblate 4.3-dev\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -27,107 +28,115 @@ msgstr "Paglalarawan" #: doc/tools/make_rst.py msgid "Tutorials" -msgstr "Mga tutorial" +msgstr "Mga Tutorial" #: doc/tools/make_rst.py msgid "Properties" -msgstr "" +msgstr "Mga Property" #: doc/tools/make_rst.py msgid "Methods" -msgstr "" +msgstr "Mga Method" #: doc/tools/make_rst.py msgid "Theme Properties" -msgstr "" +msgstr "Mga Property ng Tema" #: doc/tools/make_rst.py msgid "Signals" -msgstr "" +msgstr "Mga Signal" #: doc/tools/make_rst.py msgid "Enumerations" -msgstr "" +msgstr "Mga Enumeration" #: doc/tools/make_rst.py msgid "Constants" -msgstr "" +msgstr "Mga Constant" #: doc/tools/make_rst.py msgid "Property Descriptions" -msgstr "" +msgstr "Mga Paglalarawan sa Property" #: doc/tools/make_rst.py msgid "Method Descriptions" -msgstr "" +msgstr "Mga Paglalarawan sa Method" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" -msgstr "" +msgstr "Mga Paglalarawan sa Property ng Tema" #: doc/tools/make_rst.py msgid "Inherits:" -msgstr "" +msgstr "Minamana ang:" #: doc/tools/make_rst.py msgid "Inherited By:" -msgstr "" +msgstr "Minamana ng:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(ino-override ang %s)" #: doc/tools/make_rst.py msgid "Default" -msgstr "" +msgstr "Default" #: doc/tools/make_rst.py msgid "Setter" -msgstr "" +msgstr "Setter" #: doc/tools/make_rst.py msgid "value" -msgstr "" +msgstr "value" #: doc/tools/make_rst.py msgid "Getter" -msgstr "" +msgstr "Getter" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." -msgstr "" +msgstr "Dapat tipikal na ino-override ang method na ito ng user para umepekto." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" +"Walang mga side effect ang method na ito. Wala itong binabago na kahit anong " +"mga kasaping variable ng instance." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" +"Tumatanggap ang method na ito ng kahit ilang bilang ng argumento pagkatapos " +"ng mga nailarawan rito." #: doc/tools/make_rst.py msgid "This method is used to construct a type." -msgstr "" +msgstr "Ginagamit para mag-construct ng type ang method na ito." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" +"Di kailangan ng method na ito na magtawag ng isang instance, kaya pwede " +"itong direktang tawagin gamit ang pangalan ng class." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" +"Inilalarawan ng method na ito ang isang valid na operator na gagamitin para " +"sa type na ito bilang isang operand sa kaliwa." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." -msgstr "" +msgstr "Mga built-in na GDScript function." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -934,11 +943,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -982,37 +992,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4107,17 +4116,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4145,9 +4161,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4171,8 +4187,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4224,6 +4243,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4739,11 +4768,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5778,7 +5807,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6968,7 +7000,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7013,10 +7048,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7154,11 +7193,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8293,7 +8336,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8515,7 +8558,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11626,17 +11669,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13885,7 +13928,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13981,7 +14026,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22387,6 +22434,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25971,9 +26022,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34495,13 +34559,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35207,6 +35271,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35270,6 +35340,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35296,6 +35372,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35317,6 +35399,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35789,17 +35877,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35820,7 +35948,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35866,6 +35997,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35902,6 +36037,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37086,7 +37225,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37094,8 +37233,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37389,14 +37528,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37529,6 +37660,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37690,6 +37830,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38930,7 +39088,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38952,7 +39110,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44279,6 +44438,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45072,6 +45240,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48517,19 +48689,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53359,8 +53518,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53381,8 +53547,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/fr.po b/doc/translations/fr.po index bf6bfa6135..192cd0933e 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: 2022-05-05 13:38+0000\n" +"PO-Revision-Date: 2022-05-17 21:38+0000\n" "Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" @@ -70,7 +70,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.12.1\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -894,6 +894,24 @@ msgid "" "[/codeblock]\n" "See also [method lerp] which performs the reverse of this operation." msgstr "" +"Retourne le facteur d'interpolation ou d'extrapolation suivant l'intervalle " +"spécifié dans [code]from[/code] et [code]to[/code], et la valeur interpolée " +"spécifiée par [code]weight[/code]. La valeur retournée sera entre [code]0.0[/" +"code] et [code]1.0[/code] si [code]weight[/code] est entre [code]from[/code] " +"et [code]to[/code] (inclus). Si [code]weight[/code] est en dehors de cet " +"intervalle, un facteur d'extrapolation sera retourné (une valeur inférieure " +"à [code]0.0[/code] ou supérieure à [code]1.0[/code]).\n" +"[codeblock]\n" +"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est le " +"0.75.\n" +"var middle = lerp(20, 30, 0.75)\n" +"# `middle` est maintenant 27.5.\n" +"# Maintenant, on fait comme si on avait oublié le facteur d'interpolation " +"original et qu'on veut le calculer.\n" +"var ratio = inverse_lerp(20, 30, 27.5)\n" +"# `ratio` est maintenant 0.75.\n" +"[/codeblock]\n" +"Voir aussi [method lerp] qui fait l'opération inverse." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -965,7 +983,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Linearly interpolates between two values by the factor defined in " "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " @@ -993,9 +1010,12 @@ msgstr "" "la valeur de retour sera du même type ([code]lerp[/code] appelle alors la " "méthode du type de vecteur [code]linear_interpolate[/code]).\n" "[codeblock]\n" -"lerp(0, 4, 0.75) # Renvoie 3.0\n" -"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Renvoie Vector2(2, 3.5)\n" -"[/codeblock]" +"lerp(0, 4, 0.75) # Retourne 3.0\n" +"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n" +"[/codeblock]\n" +"Voir aussi [method inverse_lerp] qui fait l'opération inverse. Pour fait une " +"interpolation plus douce avec [method lerp], combinez l'appel avec [method " +"ease] ou [method smoothstep]." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy @@ -1527,12 +1547,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Plage aléatoire, toute valeur à virgule flottante comprise entre [code]from[/" "code] et [code]to[/code].\n" @@ -1606,39 +1628,37 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1647,45 +1667,6 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"Renvoie un tableau avec la plage donnée reçu. La plage peut être un argument " -"[code]N[/code] (0 à [code]N[/code] - 1), deux arguments ([code]initial[/" -"code], [code]final - 1[/code]) ou trois arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Renvoie un tableau vide si " -"la plage n'est pas valide (par exemple [code]plage(2, 5, -1)[/code] ou " -"[code]plage(5, 5, 1)[/code]).[/code]\n" -"Renvoie un tableau avec la plage donnée. [code]range()[/code] peut avoir 1 " -"argument N ([code]0[/code] à [code]N - 1[/code]), deux arguments " -"([code]initial[/code], [code]final - 1[/code]) ou trois arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] peut être négatif. Si [code]increment[/code] est " -"négatif, [code]final - 1[/code] deviendra [code]final + 1[/code]. De plus, " -"la valeur initiale doit être supérieure à la valeur finale pour que la " -"boucle s'exécute.\n" -"[bloc de code]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[codeblock]\n" -"Sortie :\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" -"[codeblock]\n" -"Pour itérer sur un tableau en arrière, utilisez :\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0 :\n" -" print(array[i])\n" -" i -= 1\n" -"[/codeblock]\n" -"Sortie :\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4088,6 +4069,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" +"Le message de continuation en MIDI. Reprend la séquence où elle a été " +"arrêtée." #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." @@ -5290,7 +5273,6 @@ msgstr "" "MODE_CBC_ENCRYPT] ou [constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml -#, fuzzy msgid "" "Run the desired operation for this AES context. Will return a " "[PoolByteArray] containing the result of encrypting (or decrypting) the " @@ -5298,12 +5280,11 @@ msgid "" "[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply " "some padding if needed." msgstr "" -"Exécute l'opération désirée pour ce contexte AES. Cette méthode retournerait " -"un [PackedByteArray] qui contiendra le résultat du cryptage (ou décryptage) " -"de l'[code]src[/code] donnée. Voyez [method start] pour le mode " -"d'opération.\n" -"Note : La taille de [code]src[/code] doit être une multiple de 16. Applique " -"du rembourrage si nécessaire." +"Exécute l'opération désirée pour ce contexte AES. Cette méthode retournera " +"un [PoolByteArray] qui contiendra le résultat du cryptage (ou décryptage) de " +"la [code]src[/code] donnée. Voyez [method start] pour le mode d'opération.\n" +"[b]Note :[/b] La taille de [code]src[/code] doit être un multiple de 16. " +"Applique du rembourrage si nécessaire." #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." @@ -5326,17 +5307,25 @@ msgid "Maximum value for the mode enum." msgstr "Valeur maximale pour le mode énumeration." #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, 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." #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -5368,9 +5357,10 @@ msgid "Stops the current animation (does not reset the frame counter)." msgstr "" "Arrête l'animation actuelle (ne remit pas à zéro le compteur de trames)." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "L'animation actuelle de la ressource [code]frames[/code]. S'il y a un " @@ -5396,9 +5386,12 @@ msgstr "Si [code]vrai[/code], la texture est inversée verticalement." msgid "The displayed animation frame's index." msgstr "L'index de l'image d'animation affichée." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "La ressource [SpriteFrames] qui contient l'animation." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5458,6 +5451,18 @@ msgstr "" "Joue l'animation intitulée [code]anim[/code]. Si aucun [code]anim[/code] est " "fourni, l'animation actuelle est joué." +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" +"L'animation actuelle de la ressource [code]frames[/code]. S'il y a un " +"changement dans la valeur, le compteur [code]frame[/code] est remis à zéro." + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "La ressource [SpriteFrames] qui contient l'animation." + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "Texture procuration pour des animations simples basés sur les trames." @@ -6180,11 +6185,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "Pas d'interpolation (valeur la plus proche)." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolation linéaire." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Interpolation cubique." @@ -7107,6 +7112,14 @@ msgid "" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" +"Autorise le contrôle de la machine à états du [AnimationTree] créée avec " +"[AnimationNodeStateMachine]. À récupérer grâce à [code]$AnimationTree." +"get(\"parameters/playback\")[/code].\n" +"[b]Exemple :[/b]\n" +"[codeblock]\n" +"var state_machine = $AnimationTree.get(\"parameters/playback\")\n" +"state_machine.travel(\"some_state\")\n" +"[/codeblock]" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the currently playing animation state." @@ -7140,6 +7153,8 @@ msgid "" "Transitions from the current state to another one, following the shortest " "path." msgstr "" +"Les transitions de l'état actuel vers un autre, en suivant le chemin le plus " +"court." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" @@ -7311,6 +7326,8 @@ msgid "" "Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] " "animation completes." msgstr "" +"Le déclencheur de l'animation [code]anim_to[/code] quand l'animation " +"[code]anim_from[/code] se termine." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7326,6 +7343,7 @@ msgstr "Efface toutes les animations en file d’attente et non joués." msgid "" "Returns the name of [code]animation[/code] or an empty string if not found." msgstr "" +"Retourne le nom de [code]animation[/code] ou un chaine vide si n'existe pas." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7420,7 +7438,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7448,6 +7469,9 @@ msgid "" "When set, would change the animation, but would not play it unless currently " "playing. See also [member current_animation]." msgstr "" +"Si en lecture, l'animation actuelle ; sinon, la dernière animation jouée. " +"Quand définit, l'animation change, mais n'est jouée que si en lecture. Voir " +"aussi [member current_animation]." #: doc/classes/AnimationPlayer.xml msgid "The name of the animation to play when the scene loads." @@ -7573,6 +7597,8 @@ msgstr "" msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "" +"Un nœud utilisé pour les transitions avancées entre les animations d'un " +"[AnimationPlayer]." #: doc/classes/AnimationTree.xml msgid "" @@ -7830,9 +7856,8 @@ msgstr "" "différents nombres d'entrées." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "Returns the input source for a given node input." -msgstr "Retourne le sommet à l’index donné." +msgstr "Retourne la source entrante pour l'entrée spécifiée du nœud." #: doc/classes/AnimationTreePlayer.xml #, fuzzy @@ -8206,12 +8231,16 @@ msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" +"Si [code]true[/code], les autres aires surveillantes peut détecter cette " +"aire." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" +"Si [code]true[/code], l'aire détecte les corps et aires lui entrants dedans " +"ou sortants d'elle." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The area's priority. Higher priority areas are processed first." @@ -8561,6 +8590,38 @@ msgid "" "pushing/removing elements. Using [code]const[/code] will only prevent " "assigning the constant with another value after it was initialized." msgstr "" +"Un tableau générique qui peut contenir différents types d'éléments de tout " +"type, accessible par un indice numérique commençant à 0. Les indices " +"négatifs peuvent être utilisés pour utiliser une position à partir de la fin " +"du tableau, comme en Python (-1 pour le dernier élément, -2 l'avant-dernier, " +"etc.).\n" +"[b]Exemple :[/b]\n" +"[codeblock]\n" +"var array = [\"Un\", 2, 3, \"Quatre\"]\n" +"print(array[0]) # \"Un\"\n" +"print(array[2]) # 3\n" +"print(array[-1]) # \"Quatre\"\n" +"array[2] = \"Trois\"\n" +"print(array[-2]) # \"Trois\"\n" +"[/codeblock]\n" +"Les tableaux peuvent être concaténés (mis à la suite l'un de l'autre) avec " +"l'opérateur [code]+[/code] :\n" +"[codeblock]\n" +"var array1 = [\"Un\", 2]\n" +"var array2 = [3, \"Quatre\"]\n" +"print(array1 + array2) # [\"Un, 2, 3, \"Quatre\"]\n" +"[/codeblock]\n" +"[b]Note :[/b] Concaténer avec l'opérateur [code]+=[/code] créera un nouveau " +"tableau, ce qui a un coût. Si vous voulez ajouter un autre tableau à la " +"suite d'un tableau existant, [method append_array] est plus efficace.\n" +"[b]Note :[/b] Les tableaux sont toujours passés par référence. Pour obtenir " +"une copie d'un tableau qui peut être modifié indépendamment de l'original, " +"utilisez [method duplicate].\n" +"[b]Note :[/b] Lors de la déclaration d'un tableau avec [code]const[/code], " +"le tableau peut toujours être modifié en assignant des valeurs à l'aide " +"d'indices ou en ajoutant/retirant des éléments. Avec [code]const[/code], il " +"est seulement impossible assigner cette constante avec un autre tableau une " +"fois qu'elle a été initialisée." #: doc/classes/Array.xml msgid "Constructs an array from a [PoolColorArray]." @@ -8676,7 +8737,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -8721,10 +8785,15 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "Trouve la première occurrence d'une sous-chaîne de caractères. Retourne le " "position de départ de la sous-chaîne de caractères ou [code]-1[/code] si non " @@ -8838,7 +8907,7 @@ msgstr "" #: doc/classes/Array.xml msgid "" "Appends an element at the end of the array. See also [method push_front]." -msgstr "" +msgstr "Ajout un élément à la fin du tableau. Voir aussi [method push_front]." #: doc/classes/Array.xml msgid "" @@ -8866,12 +8935,20 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" +"Recherche dans le tableau dans l'ordre inversé. En option, la position de " +"début de la recherche peut être spécifiée. Si négative, la position de début " +"est considérée comme partant de la fin du tableau." #: doc/classes/Array.xml msgid "" @@ -9056,6 +9133,8 @@ msgid "" "Removes a surface at position [code]surf_idx[/code], shifting greater " "surfaces one [code]surf_idx[/code] slot down." msgstr "" +"Retire une surface à la position [code]surf_idx[/code], et décale toutes les " +"surfaces après [code]surf_idx[/code] d'une position." #: doc/classes/ArrayMesh.xml msgid "Sets a name for a given surface." @@ -9082,6 +9161,7 @@ msgstr "" #: doc/classes/ArrayMesh.xml msgid "Default value used for index_array_len when no indices are present." msgstr "" +"La valeur par défaut utilisée pour index_array_len quand il n'y pas d'indice." #: doc/classes/ArrayMesh.xml msgid "Amount of weights/bone indices per vertex (always 4)." @@ -9121,10 +9201,14 @@ msgid "" "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of " "4 floats." msgstr "" +"Un [PoolRealArray] ou [PoolIntArray] d'indices d'os. Il est composé de 4 " +"flottants consécutifs pour chaque indice." #: doc/classes/ArrayMesh.xml msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats." msgstr "" +"Un [PoolRealArray] de poids d'os. Il est composé de 4 flottants consécutifs " +"pour chaque poids." #: doc/classes/ArrayMesh.xml msgid "" @@ -10007,9 +10091,8 @@ msgid "" msgstr "Aligne les enfants avec le début du conteneur." #: doc/classes/AspectRatioContainer.xml -#, fuzzy msgid "Aligns child controls with the center of the container." -msgstr "Aligne les enfants avec le centre du conteneur." +msgstr "Aligne les contrôles enfants au centre du conteneur." #: doc/classes/AspectRatioContainer.xml #, fuzzy @@ -10074,6 +10157,9 @@ msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStar[/code] class." msgstr "" +"Appelé lors du calcul du coût entre deux points connectés.\n" +"À noter que cette fonction est masqué dans la classe [code]AStar[/code] par " +"défaut." #: doc/classes/AStar.xml msgid "" @@ -10081,12 +10167,15 @@ msgid "" "point.\n" "Note that this function is hidden in the default [code]AStar[/code] class." msgstr "" +"Appelé lors du calcul du coût entre un point et le dernier du chemin.\n" +"À noter que cette fonction est masqué dans la classe [code]AStar[/code] par " +"défaut." #: doc/classes/AStar.xml msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -10124,6 +10213,15 @@ msgid "" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" +"Crée un segment entre les points donnés. Si [code]bidirectional[/code] est " +"[code]false[/code], seuls les mouvements de [code]id[/code] vers " +"[code]to_id[/code] sera autorisés, et non dans le sens inverse.\n" +"[codeblock]\n" +"var astar = AStar.new()\n" +"astar.add_point(1, Vector3(1, 1, 0))\n" +"astar.add_point(2, Vector3(0, 5, 0))\n" +"astar.connect_points(1, 2, false)\n" +"[/codeblock]" #: doc/classes/AStar.xml msgid "" @@ -10135,6 +10233,8 @@ msgstr "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns the next available point ID with no point associated to it." msgstr "" +"Retourne l'identifiant du point disponible suivant avec aucun point lui " +"étant associé." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" @@ -10161,6 +10261,18 @@ msgid "" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" +"Retourne la position la plus proche de [code]to_position[/code] qui est dans " +"un segment entre deux points connectés.\n" +"[codeblock]\n" +"var astar = AStar.new()\n" +"astar.add_point(1, Vector3(0, 0, 0))\n" +"astar.add_point(2, Vector3(0, 5, 0))\n" +"astar.connect_points(1, 2)\n" +"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Retourne " +"(0, 3, 0)\n" +"[/codeblock]\n" +"Le résultat est dans le segment qui va de [code]y = 0[/code] à [code]y = 5[/" +"code]. C'est la position la plus proche dans le segment du point donné." #: doc/classes/AStar.xml msgid "" @@ -10185,6 +10297,26 @@ msgid "" "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" +"Retourne un tableau avec les identifiants des points qui forment le chemin " +"trouvé par AStar entre les points donnés. Le tableau est dans l'ordre du " +"point de départ de celui de l'arrivée.\n" +"[codeblock]\n" +"var astar = AStar.new()\n" +"astar.add_point(1, Vector3(0, 0, 0))\n" +"astar.add_point(2, Vector3(0, 1, 0), 1) # Le poids par défaut est 1\n" +"astar.add_point(3, Vector3(1, 1, 0))\n" +"astar.add_point(4, Vector3(2, 0, 0))\n" +"\n" +"astar.connect_points(1, 2, false)\n" +"astar.connect_points(2, 3, false)\n" +"astar.connect_points(4, 3, false)\n" +"astar.connect_points(1, 4, false)\n" +"\n" +"var res = astar.get_id_path(1, 3) # Retourne [1, 2, 3]\n" +"[/codeblock]\n" +"Si vous changez le poids du deuxième point à 3, alors le résultat sera " +"plutôt [code][1, 4, 3][/code], parce que même si la distance est plus " +"grande, c'est plus \"facile\" d'aller au point 4 qu'au point 2." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" @@ -10209,10 +10341,24 @@ msgid "" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" +"Retourne un tableau d'identifiants des points qui forment une connexion avec " +"le point spécifié.\n" +"[codeblock]\n" +"var astar = AStar.new()\n" +"astar.add_point(1, Vector3(0, 0, 0))\n" +"astar.add_point(2, Vector3(0, 1, 0))\n" +"astar.add_point(3, Vector3(1, 1, 0))\n" +"astar.add_point(4, Vector3(2, 0, 0))\n" +"\n" +"astar.connect_points(1, 2, true)\n" +"astar.connect_points(1, 3, true)\n" +"\n" +"var neighbors = astar.get_point_connections(1) # Retourne [2, 3]\n" +"[/codeblock]" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns the number of points currently in the points pool." -msgstr "" +msgstr "Retourne le nombre de points actuellement dans le tas de points." #: doc/classes/AStar.xml msgid "" @@ -10222,11 +10368,17 @@ msgid "" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector3Array] and will print an error message." msgstr "" +"Retourne un tableau avec les points qui sont dans le chemin trouvé par AStar " +"entre les points données. Le tableau est dans l'ordre du point de départ " +"jusqu'au bout d'arrivée.\n" +"[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un " +"[Thread], elle retournera un [PoolVector3Array] vide et affichera un message " +"d'erreur." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the position of the point associated with the given [code]id[/code]." -msgstr "" +msgstr "Retourne la position du point associé au [code]id[/code] spécifié." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" @@ -10299,6 +10451,9 @@ msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStar2D[/code] class." msgstr "" +"Appelé lors du calcul du coût entre deux points connectés.\n" +"À noter que cette fonction est masqué dans la classe [code]AStar2D[/code] " +"par défaut." #: doc/classes/AStar2D.xml msgid "" @@ -10306,12 +10461,15 @@ msgid "" "point.\n" "Note that this function is hidden in the default [code]AStar2D[/code] class." msgstr "" +"Appelé lors du calcul du coût entre un point et le dernier du chemin.\n" +"À noter que cette fonction est masqué dans la classe [code]AStar2D[/code] " +"par défaut." #: doc/classes/AStar2D.xml msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -10328,7 +10486,7 @@ msgstr "" #: doc/classes/AStar2D.xml msgid "Returns whether there is a connection/segment between the given points." -msgstr "" +msgstr "Retourne s'il y a une connexion/segment entre les points spécifiés." #: doc/classes/AStar2D.xml msgid "" @@ -10342,6 +10500,15 @@ msgid "" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" +"Crée un segment entre les points donnés. Si [code]bidirectional[/code] est " +"[code]false[/code], seuls les mouvements de [code]id[/code] vers " +"[code]to_id[/code] sera autorisés, et non dans le sens inverse.\n" +"[codeblock]\n" +"var astar = AStar2D.new()\n" +"astar.add_point(1, Vector2(1, 1))\n" +"astar.add_point(2, Vector2(0, 5))\n" +"astar.connect_points(1, 2, false)\n" +"[/codeblock]" #: doc/classes/AStar2D.xml msgid "Deletes the segment between the given points." @@ -10413,6 +10580,12 @@ msgid "" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector2Array] and will print an error message." msgstr "" +"Retourne un tableau avec les points qui sont dans le chemin trouvé par " +"AStar2D entre les points données. Le tableau est dans l'ordre du point de " +"départ jusqu'au bout d'arrivée.\n" +"[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un " +"[Thread], elle retournera un [PoolVector3Array] vide et affichera un message " +"d'erreur." #: doc/classes/AtlasTexture.xml msgid "" @@ -11194,6 +11367,7 @@ msgstr "Représente la taille de l'énumération [enum FFT_Size]." #: doc/classes/AudioEffectRecord.xml msgid "Audio effect used for recording the sound from an audio bus." msgstr "" +"L'effet audio utilisé pour l'enregistrement des sons venants d'un bus audio." #: doc/classes/AudioEffectRecord.xml msgid "" @@ -11345,6 +11519,9 @@ msgid "" "charge of creating sample data (playable audio) as well as its playback via " "a voice interface." msgstr "" +"[AudioServer] est une interface bas-niveau du serveur pour l'accès audio. Il " +"est chargé de créer des données échantillonnées (audio jouable) mais aussi " +"la lecture par une interface orale." #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Device Changer Demo" @@ -11365,10 +11542,11 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the names of all audio input devices detected on the system." msgstr "" +"Retourne le nom de tous les appareils d'entrée audio détectés par le système." #: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." -msgstr "" +msgstr "Génère un [AudioBusLayout] en utilisant les bus et effets disponibles." #: doc/classes/AudioServer.xml msgid "" @@ -11428,8 +11606,9 @@ msgid "Returns the names of all audio devices detected on the system." msgstr "" #: doc/classes/AudioServer.xml +#, fuzzy msgid "Returns the sample rate at the output of the [AudioServer]." -msgstr "" +msgstr "Retourne le débit de sortie du [AudioServer]." #: doc/classes/AudioServer.xml msgid "Returns the audio driver's output latency." @@ -11452,6 +11631,8 @@ msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing " "effects." msgstr "" +"Si [code]true[/code], le bus à l'index [code]bus_idx[/code] ignore les " +"effets." #: doc/classes/AudioServer.xml msgid "" @@ -11490,6 +11671,8 @@ msgid "" "Removes the effect at index [code]effect_idx[/code] from the bus at index " "[code]bus_idx[/code]." msgstr "" +"Retire l'effet à la position [code]effect_idx[/code] du bus à la position " +"[code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." @@ -11703,6 +11886,8 @@ msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" +"Si [code]true[/code], le flux se répètera automatiquement quand il aura " +"atteint la fin." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml @@ -12343,6 +12528,8 @@ msgid "" "The environment color when [member environment_mode] is set to [constant " "ENVIRONMENT_MODE_CUSTOM_COLOR]." msgstr "" +"La couleur de l'environnement quand [member environment_mode] est à " +"[constant ENVIRONMENT_MODE_CUSTOM_COLOR]." #: doc/classes/BakedLightmap.xml msgid "" @@ -12356,6 +12543,8 @@ msgid "" "The [Sky] resource to use when [member environment_mode] is set o [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" +"La ressource [Sky] à utiliser quand [member environment_mode] est à " +"[constant ENVIRONMENT_MODE_CUSTOM_SKY]." #: doc/classes/BakedLightmap.xml #, fuzzy @@ -12689,6 +12878,8 @@ msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" +"Requiert un appui suivi d'un relâchement avant de considérer le bouton comme " +"cliqué." #: doc/classes/Basis.xml msgid "3×3 matrix datatype." @@ -12853,15 +13044,15 @@ msgstr "" #: doc/classes/Basis.xml msgid "Transposed dot product with the X axis of the matrix." -msgstr "" +msgstr "Le produit scalaire de la matrice transposée avec l'axe X." #: doc/classes/Basis.xml msgid "Transposed dot product with the Y axis of the matrix." -msgstr "" +msgstr "Le produit scalaire de la matrice transposée avec l'axe Y." #: doc/classes/Basis.xml msgid "Transposed dot product with the Z axis of the matrix." -msgstr "" +msgstr "Le produit scalaire de la matrice transposée avec l'axe Z." #: doc/classes/Basis.xml msgid "Returns the transposed version of the matrix." @@ -12945,6 +13136,8 @@ msgstr "" msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" +"Crée un bitmap de la taille spécifiée, rempli avec la valeur [code]false[/" +"code]." #: doc/classes/BitMap.xml msgid "" @@ -12984,6 +13177,7 @@ msgstr "Redimensionne l'image à la nouvelle taille [code]new_size[/code]." msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" +"Définit l'élément du bitmap à la position donnée, avec la valeur spécifiée." #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." @@ -13071,6 +13265,8 @@ msgstr "" #: doc/classes/Bone2D.xml msgid "Joint used with [Skeleton2D] to control and animate other nodes." msgstr "" +"Un joint utilisé avec un [Skeleton2D] pour contrôler et animer les autres " +"nœuds." #: doc/classes/Bone2D.xml msgid "" @@ -13104,12 +13300,16 @@ msgstr "" msgid "" "Length of the bone's representation drawn in the editor's viewport in pixels." msgstr "" +"La longueur en pixel de l'os tel qu'affiché dans la fenêtre d'affichage de " +"l'éditeur." #: doc/classes/Bone2D.xml msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" +"Le transformation de repos de l'os. Vous pouvez rétablir la transformation " +"du nœud à cette valeur avec [method apply_rest]." #: doc/classes/BoneAttachment.xml msgid "A node that will attach to a bone." @@ -13179,6 +13379,53 @@ msgid "" " can_shoot = true\n" "[/codeblock]" msgstr "" +"Le type intégré booléen. Il y a deux valeurs booléennes : [code]true[/code] " +"(vrai) et [code]false[/code] (faux). Vous pouvez penser à un interrupteur " +"avec les deux positions allumé ou éteins (1 ou 0). Les booléens sont " +"utilisés en programmation pour la logique dans les instructions de " +"conditions, comme [code]if[/code].\n" +"Les booléens peuvent être directement utilisés dans les instructions " +"[code]if[/code]. Le code en-dessous montre ça dans la ligne [code]if " +"can_shoot:[/code]. Vous n'avez pas besoin d'utiliser [code]== true[/code], " +"mais [code]if can_shoot:[/code] suffit. De même, utilisez [code]if not " +"can_shoot:[/code] plutôt que [code]== false[/code].\n" +"[codeblock]\n" +"var can_shoot = true\n" +"\n" +"func shoot():\n" +" if can_shoot:\n" +" pass # Faire les actions de tirs ici.\n" +"[/codeblock]\n" +"Le code suivant ne créera une balle que si les deux conditions sont " +"correctes : l'action \"shoot\" est pressée et si [code]can_shoot[/code] est " +"[code]true[/code].\n" +"[b]Note :[/b] [code]Input.is_action_pressed(\"shoot\")[/code] est aussi un " +"booléen qui est [code]true[/code] quand \"shoot\" est appuyé et [code]false[/" +"code] quand \"shoot\" n'est pas appuyé.\n" +"[codeblock]\n" +"var can_shoot = true\n" +"\n" +"func shoot():\n" +" if can_shoot and Input.is_action_pressed(\"shoot\"):\n" +" create_bullet()\n" +"[/codeblock]\n" +"Le code suivant définira [code]can_shoot[/code] à [code]false[/code] et " +"lancera un minuteur. Ça empêchera le joueur de tirer tant que le minuteur " +"n'est pas fini. Puis [code]can_shoot[/code] sera mis à [code]true[/code] à " +"nouveau et permettra au joueur de tirer une fois à nouveau.\n" +"[codeblock]\n" +"var can_shoot = true\n" +"onready var cool_down = $CoolDownTimer\n" +"\n" +"func shoot():\n" +" if can_shoot and Input.is_action_pressed(\"shoot\"):\n" +" create_bullet()\n" +" can_shoot = false\n" +" cool_down.start()\n" +"\n" +"func _on_CoolDownTimer_timeout():\n" +" can_shoot = true\n" +"[/codeblock]" #: doc/classes/bool.xml msgid "" @@ -13186,6 +13433,9 @@ msgid "" "code] if [code]0[/code] is passed in, and [code]true[/code] for all other " "ints." msgstr "" +"Transforme une valeur [int] en booléen, cette méthode retournera " +"[code]false[/code] si [code]0[/code] est donné, et [code]true[/code] pour " +"toute autre valeur entière." #: doc/classes/bool.xml msgid "" @@ -13193,6 +13443,9 @@ msgid "" "[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " "for all other floats." msgstr "" +"Transforme une valeur [float] en booléen, cette méthode retournera " +"[code]false[/code] si [code]0[/code] est donné, et [code]true[/code] pour " +"tout autre flottant." #: doc/classes/bool.xml msgid "" @@ -13247,6 +13500,7 @@ msgstr "Ressource en forme de boîte." #: doc/classes/BoxShape.xml msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]." msgstr "" +"Un forme de boite en 3D qui peut être un enfant d'un [PhysicsBody] ou [Area]." #: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml #: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml @@ -13543,17 +13797,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13864,6 +14118,9 @@ msgid "" "Only one camera can be current, so setting a different camera [code]current[/" "code] will disable this one." msgstr "" +"Si [code]true[/code], cette camera est la caméra active de la scène " +"actuelle. Seule une caméra peut être l'actuelle, donc définir une autre " +"caméra comme [code]current[/code] désactivera celle-ci." #: doc/classes/Camera2D.xml msgid "" @@ -13923,6 +14180,7 @@ msgstr "" msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" +"Si [code]true[/code], affiche le rectangle de la caméra dans l'éditeur." #: doc/classes/Camera2D.xml msgid "" @@ -14001,6 +14259,8 @@ msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" +"Si [code]true[/code], la caméra se déplacement doucement vers la cible à la " +"vitesse [member smoothing_speed]." #: doc/classes/Camera2D.xml msgid "" @@ -14027,6 +14287,8 @@ msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" +"La position de la caméra prend en compte le décalage vertical et horizontal, " +"et la taille de l'écran." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." @@ -14790,6 +15052,7 @@ msgstr "" msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" +"La manière dont le rendu du matériau est appliqué aux textures en-dessous." #: doc/classes/CanvasItemMaterial.xml msgid "The manner in which material reacts to lighting." @@ -15166,6 +15429,8 @@ msgstr "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" +"La couleur de la police du texte du [CheckBox] quand il est survolé ou " +"appuyé." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's pressed." @@ -15220,16 +15485,19 @@ msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé." msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "" +"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est cochée." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." msgstr "" +"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] a le focus." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "" +"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est survolée." #: doc/classes/CheckBox.xml msgid "" @@ -15245,6 +15513,7 @@ msgstr "Le [StyleBox] a affiché en arrière-plan." msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "" +"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est appuyée." #: doc/classes/CheckButton.xml msgid "Checkable button. See also [CheckBox]." @@ -15286,6 +15555,8 @@ msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "" +"La couleur de la police du texte du [CheckButton] quand il est survolé ou " +"appuyé." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's pressed." @@ -15324,16 +15595,19 @@ msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé." msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." msgstr "" +"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est désactivée." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is focused." msgstr "" +"La [StyleBox] à afficher en arrière-plan quand le [CheckButton] a le focus." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "" +"La [StyleBox] à afficher en arrière-plan quand le [CheckButton] est survolé." #: doc/classes/CheckButton.xml msgid "" @@ -15435,6 +15709,8 @@ msgid "" "Returns the value of [code]property[/code] of [code]class[/code] or its " "ancestry." msgstr "" +"Retourne la valeur de la propriété [code]property[/code] de la classe " +"[code]class[/code] ou de ses parents." #: doc/classes/ClassDB.xml msgid "" @@ -15578,15 +15854,15 @@ msgid "" msgstr "" #: doc/classes/ClippedCamera.xml -#, fuzzy msgid "If [code]true[/code], the camera stops on contact with [Area]s." -msgstr "Si [code]true[/code], le bouton \"add preset\" est activé." +msgstr "" +"Si [code]true[/code], la caméra s'arrête lors des collisions avec les [Area]." #: doc/classes/ClippedCamera.xml -#, fuzzy msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." msgstr "" -"Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité." +"Si [code]true[/code], la caméra s'arrête lors des collisions avec les " +"[PhysicsBody]." #: doc/classes/ClippedCamera.xml msgid "" @@ -15708,7 +15984,7 @@ msgstr "Retourne le [RID] de la énième forme d'une zone." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the number of shapes the given shape owner contains." -msgstr "" +msgstr "Retourne le nombre de formes que le propriétaire de forme contient." #: doc/classes/CollisionObject.xml #, fuzzy @@ -15783,6 +16059,7 @@ msgstr "Émis quand le curseur entre dans n'importe quelle forme de l'objet." #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer exits all this object's shapes." msgstr "" +"Émis quand le curseur de la souris quitte toutes les formes de cet objets." #: doc/classes/CollisionObject2D.xml msgid "Base node for 2D collision objects." @@ -15904,6 +16181,7 @@ msgstr "" #: doc/classes/CollisionPolygon.xml msgid "Editor-only class for defining a collision polygon in 3D space." msgstr "" +"Une classe exclusive à l'éditeur pour définir un polygone de collision en 3D." #: doc/classes/CollisionPolygon.xml msgid "" @@ -15960,7 +16238,9 @@ msgstr "Si [code]true[/code], aucune collision ne sera détectée." #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -16061,9 +16341,12 @@ msgid "" msgstr "Une forme de collision désactivée n’a aucun effet dans le monde." #: doc/classes/CollisionShape2D.xml +#, fuzzy msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" "Définit si cette forme de collision doit uniquement détecter la collision " "sur un côté (en haut ou en bas)." @@ -16182,6 +16465,14 @@ msgid "" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/codeblock]" msgstr "" +"Retourne une nouvelle couleur résultant du mélanger de cette couleur avec " +"une autre. Si la couleur est opaque, le résultat est aussi opaque. La " +"deuxième couleur peut avoir une certaine opacité.\n" +"[codeblock]\n" +"var bg = Color(0.0, 1.0, 0.0, 0.5) # Vert avec 50% d'opacité\n" +"var fg = Color(1.0, 0.0, 0.0, 0.5) # Rouge avec 50% d'opacité\n" +"var blended_color = bg.blend(fg) # Marron avec 75% d'opacité\n" +"[/codeblock]" #: doc/classes/Color.xml msgid "" @@ -17110,6 +17401,7 @@ msgstr "" #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the presets of the color picker." msgstr "" +"Retourne la liste des couleurs dans la palette du sélectionneur de couleur." #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." @@ -17151,6 +17443,11 @@ msgid "" "tinting without darkening or rendering sprites in HDR).\n" "[b]Note:[/b] Cannot be enabled if HSV mode is on." msgstr "" +"Si [code]true[/code], autorise les composants de couleur R, G, B à dépasser " +"1.0, ce qui peut être utilisé pour certaines opérations spéciales qui le " +"nécessitent (comme changer de teinte sans assombrir ou afficher des images " +"en HDR).\n" +"[b]Note :[/b] Le mode HSV ne peut pas être activé dans ce cas." #: doc/classes/ColorPicker.xml msgid "Emitted when the color is changed." @@ -17187,6 +17484,8 @@ msgstr "L'icône du bouton pour ajouter un préréglage." #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." msgstr "" +"La texture personnalisée pour le glisseur de sélection de la teinte sur la " +"droite." #: doc/classes/ColorPicker.xml msgid "" @@ -17236,6 +17535,7 @@ msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" +"Si [code]true[/code], le canal alpha sera affiché dans le [ColorPicker]." #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." @@ -17286,7 +17586,7 @@ msgstr "[Font] du texte du [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." -msgstr "" +msgstr "L'arrière-plan du rectangle d'aperçu de couleur sur le bouton." #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is disabled." @@ -17505,6 +17805,72 @@ msgid "" "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" +"Cette classe d'aide peut être utilisée pour enregistrer des valeurs de type " +"[Variant] sur le disque au format INI. Les valeurs enregistrées sont " +"identifiées par une section et une clé :\n" +"[codeblock]\n" +"[section]\n" +"some_key=42\n" +"string_example=\"Bonjour le Monde !\"\n" +"a_vector=Vector3( 1, 0, 2 )\n" +"[/codeblock]\n" +"Les données enregistrées peuvent l'être dans un fichier ou chargé depuis un " +"fichier, mais aussi par les objets ConfigFile qui peuvent être gérés en " +"mémoire seulement.\n" +"L'exemple suivant montre comme créer un simple [ConfigFile] et l'enregistrer " +"sur le disque :\n" +"[codeblock]\n" +"# Create new ConfigFile object.\n" +"var config = ConfigFile.new()\n" +"\n" +"# Enregistrer quelques valeurs.\n" +"config.set_value(\"Player1\", \"nom_joueur\", \"Jean\")\n" +"config.set_value(\"Player1\", \"meilleur_score\", 10)\n" +"config.set_value(\"Player2\", \"nom_joueur\", \"V3geta\")\n" +"config.set_value(\"Player2\", \"meilleur_score\", 9001)\n" +"\n" +"# L'enregistrer sur dans un fichier (en écrasant le fichier déjà existant " +"s'il y en a un).\n" +"config.save(\"user://scores.cfg\")\n" +"[/codeblock]\n" +"Cet exemple montre comme le fichier au-dessus peut-être chargé :\n" +"[codeblock]\n" +"var score_data = {}\n" +"var config = ConfigFile.new()\n" +"\n" +"# Charger depuis le fichier.\n" +"var err = config.load(\"user://scores.cfg\")\n" +"\n" +"# Si le fichier n'a pu être chargé, ignorer la suite.\n" +"if err != OK:\n" +" return\n" +"\n" +"# Défiler les sections.\n" +"for player in config.get_sections():\n" +" # Récupérer les données de chaque section.\n" +" var player_name = config.get_value(player, \"nom_joueur\")\n" +" var player_score = config.get_value(player, \"meilleur_score\")\n" +" score_data[player_name] = player_score\n" +"[/codeblock]\n" +"Toutes les opérations qui modifient un ConfigFile comme [method set_value], " +"[method clear], ou [method erase_section], ne changent que les données en " +"mémoire. Si vous voulez aussi modifier le fichier, vous devez appeler " +"[method save], [method save_encrypted], ou [method save_encrypted_pass].\n" +"Notez que les noms des sections et des propriétés ne peuvent contenir des " +"espaces. Tous les caractères après un espace seront ignorés à la sauvegarde " +"et au chargement.\n" +"Les ConfigFile peuvent aussi contenir des commentaires qui doivent commencer " +"par un point-virgule ([code];[/code]). Ces lignes sont ignorées au " +"chargement d'un fichier. À noter que ces commentaires seront perdus à " +"l'enregistrement d'un ConfigFile. Ils peuvent toujours servir pour les " +"fichiers de configuration sur les serveurs, qui ne sont typiquement jamais " +"modifiés sans le faire manuellement.\n" +"[b]Note :[/b] L'extension du nom de fichier donné à un ConfigFile n'a aucun " +"impact sur son format ou son comportement. Par convention, l'extension " +"[code].cfg[/code] est utilisée ici, mais n'importe quelle autre extension " +"comme [code].ini[/code] est aussi valide. Comme ni [code].cfg[/code] ni " +"[code].ini[/code] ne sont des standards, le format des ConfigFile de Godot " +"peuvent différer d'un programme à un autre." #: doc/classes/ConfigFile.xml #, fuzzy @@ -17742,6 +18108,16 @@ msgid "" "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" +"Une méthode virtuelle à implémenter par l'utilisateur. Retourne la taille " +"minimale de ce contrôle. Cette taille peut aussi être contrôlée avec [member " +"rect_min_size] par le code. L'actuelle taille minimale sera le maximum de " +"ces deux valeurs (sur chaque axe séparément).\n" +"Si n'est pas surchargé, la valeur par défaut est [constant Vector2.ZERO].\n" +"[b]Note :[/b] Cette méthode n'est pas appelée quand le script est attaché à " +"un nœud [Control] qui définit depuis lui-même sa taille minimale (ex. " +"[Label], [Button], [PanelContainer], etc.). Elle ne peut être utilisée " +"qu'avec les éléments d'interface les plus basiques, comme les [Control], " +"[Container], [Panel], etc." #: doc/classes/Control.xml msgid "" @@ -17799,6 +18175,38 @@ msgid "" " return tooltip\n" "[/codeblock]" msgstr "" +"Une méthode virtuelle à implémenter par l'utilisateur. Retourne un nœud " +"[Control] qui doit être utilisé pour l'infobulle plutôt que celui par " +"défaut. Le texte [code]for_text[/code] contient le contenu de la propriété " +"[member hint_tooltip].\n" +"Le nœud retourné doit être du type [Control] ou doit en hériter. Il peut " +"avoir des enfants de n'importe quel type. Il est libéré quand l'infobulle " +"disparait, alors vérifiez que vous fournissez une nouvelle instance à chaque " +"fois (si vous voulez utiliser un nœud déjà existant dans votre scène, vous " +"pouvez le dupliquer et passer cette instance dupliquée). Quand [code]null[/" +"code] est retourné ou que ça n'est pas un Control, l'infobulle par défaut " +"sera utilisée à la place.\n" +"Le nœud retourné sera ajouté comme enfant à un [PopupPanel], alors vous ne " +"devriez pas fournir le contenu de ce panneau. Ce [PopupPanel] peut avoir un " +"thème défini par [method Theme.set_stylebox] pour le type " +"[code]\"TooltipPanel\"[/code] (voir [member hint_tooltip] pour un exemple).\n" +"[b]Note :[/b] L'infobulle est réduite à sa taille minimale. Si vous voulez " +"vous assurer qu'elle est visible entièrement, vous devriez définir sa taille " +"minimale [member rect_min_size] à une valeur supérieure à zéro.\n" +"Exemple avec un nœud construit manuellement :\n" +"[codeblock]\n" +"func _make_custom_tooltip(for_text):\n" +" var label = Label.new()\n" +" label.text = for_text\n" +" return label\n" +"[/codeblock]\n" +"Exemple avec l’instanciation d'une scène personnalisée :\n" +"[codeblock]\n" +"func _make_custom_tooltip(for_text):\n" +" var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n" +" tooltip.get_node(\"Label\").text = for_text\n" +" return tooltip\n" +"[/codeblock]" #: doc/classes/Control.xml msgid "" @@ -17806,6 +18214,9 @@ msgid "" "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input]." msgstr "" +"Marque un événement d'entrée comme traité. Une fois l'événement accepté, il " +"arrête de se propager, même aux nœuds surchargeant les méthodes [method Node." +"_unhandled_input] ou [method Node._unhandled_key_input]." #: doc/classes/Control.xml msgid "" @@ -17823,6 +18234,20 @@ msgid "" "\"Label\"))\n" "[/codeblock]" msgstr "" +"Crée un changement local pour la [Color] du thème pour le nom [code]name[/" +"code] spécifié. Les changements locaux sont prioritaires sur les valeurs du " +"thème pour les contrôles.\n" +"Voir aussi [method get_color], [method remove_color_override].\n" +"[b]Un exemple de surcharge de la couleur d'un label puis son rétablissement :" +"[/b]\n" +"[codeblock]\n" +"# Pour le label \"MyLabel\", changer la couleur de sa police avec un valeur " +"personnalisée.\n" +"$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n" +"# Rétablir la couleur de la police du label.\n" +"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", " +"\"Label\"))\n" +"[/codeblock]" #: doc/classes/Control.xml #, fuzzy @@ -17925,6 +18350,8 @@ msgstr "" msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "" +"Cherche le prochain (en-dessous dans l'arborescence) [Control] qui peut " +"prendre le focus." #: doc/classes/Control.xml #, fuzzy @@ -17988,6 +18415,8 @@ msgid "" "Returns combined minimum size from [member rect_min_size] and [method " "get_minimum_size]." msgstr "" +"Retourne la taille minimal combinée de [member rect_min_size] et [method " +"get_minimum_size]." #: doc/classes/Control.xml msgid "" @@ -18037,6 +18466,7 @@ msgstr "" msgid "" "Returns the control that has the keyboard focus or [code]null[/code] if none." msgstr "" +"Retourne le contrôle qui a le focus du clavier ou [code]null[/code] si aucun." #: doc/classes/Control.xml msgid "" @@ -18175,6 +18605,8 @@ msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" +"Retourne [code]true[/code] si c'est le contrôle qui a le focus. Voir [member " +"focus_mode]." #: doc/classes/Control.xml #, fuzzy @@ -18229,14 +18661,14 @@ msgid "" msgstr "" #: doc/classes/Control.xml -#, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme shader " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_shader_override]." msgstr "" -"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " -"existe, [code]false[/code] autrement." +"Retourne [code]true[/code] s'il y a un écrasement local pour le shader du " +"thème nommé [code]name[/code] pour ce nœud [Control].\n" +"Voir [method add_shader_override]." #: doc/classes/Control.xml msgid "" @@ -18247,14 +18679,14 @@ msgid "" msgstr "" #: doc/classes/Control.xml -#, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme " "[StyleBox] with the specified [code]name[/code] in this [Control] node.\n" "See [method add_stylebox_override]." msgstr "" -"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " -"existe, [code]false[/code] autrement." +"Retourne [code]true[/code] s'il y a un écrasement local pour la [StyleBox] " +"du thème nommé [code]name[/code] pour ce nœud [Control].\n" +"Voir [method add_stylebox_override]." #: doc/classes/Control.xml msgid "" @@ -18262,6 +18694,9 @@ msgid "" "[method Viewport.gui_is_drag_successful].\n" "Best used with [constant Node.NOTIFICATION_DRAG_END]." msgstr "" +"Retourne [code]true[/code] si l'opération de déposé-glissé a réussi. C'est " +"une alternative à [method Viewport.gui_is_drag_successful].\n" +"Mieux utilisé avec [constant Node.NOTIFICATION_DRAG_END]." #: doc/classes/Control.xml msgid "" @@ -18384,6 +18819,32 @@ msgid "" " return my_data()\n" "[/codeblock]" msgstr "" +"Donne la gestion du déposé-glissé de ce contrôle au contrôle cible " +"[code]target[/code].\n" +"Cette gestion peut être implémenté dans le contrôle cible de la même manière " +"avec les méthodes [method get_drag_data], [method can_drop_data], et [method " +"drop_data] mais avec deux différences :\n" +"1. Le nom de la fonction doit commencer par [b]_fw[/b]\n" +"2. La fonction doit prendre un argument suplémentaire qui sera le contrôle " +"qui a donné la gestion\n" +"[codeblock]\n" +"# ThisControl.gd\n" +"extends Control\n" +"func _ready():\n" +" set_drag_forwarding(target_control)\n" +"\n" +"# TargetControl.gd\n" +"extends Control\n" +"func can_drop_data_fw(position, data, from_control):\n" +" return true\n" +"\n" +"func drop_data_fw(position, data, from_control):\n" +" my_handle_data(data)\n" +"\n" +"func get_drag_data_fw(position, from_control):\n" +" set_drag_preview(my_preview)\n" +" return my_data()\n" +"[/codeblock]" #: doc/classes/Control.xml msgid "" @@ -18404,6 +18865,23 @@ msgid "" " return color\n" "[/codeblock]" msgstr "" +"Affiche le contrôle donné comme curseur de la souris. Un bon moment pour " +"appeler cette méthode est dans [method get_drag_data]. Le contrôle doit ne " +"pas être dans l'arborescence. Vous ne devriez pas libérer le contrôle, et " +"vous ne devriez pas garder une référence du contrôle en-dehors de la durée " +"du déposé-glissé. Il sera supprimé automatiquement quand le déposé-glissé " +"sera terminé.\n" +"[codeblock]\n" +"export (Color, RGBA) var color = Color(1, 0, 0, 1)\n" +"\n" +"func get_drag_data(position):\n" +" # Utiliser un nœud qui n'est pas dans l'arborescence\n" +" var cpb = ColorPickerButton.new()\n" +" cpb.color = color\n" +" cpb.rect_size = Vector2(50, 50)\n" +" set_drag_preview(cpb)\n" +" return color\n" +"[/codeblock]" #: doc/classes/Control.xml msgid "Sets [member margin_right] and [member margin_bottom] at the same time." @@ -18416,6 +18894,11 @@ msgid "" "method for [member focus_neighbour_bottom], [member focus_neighbour_left], " "[member focus_neighbour_right] and [member focus_neighbour_top]." msgstr "" +"Définit l'ancre identifiée par la constante [code]margin[/code] depuis " +"l'énumération [enum Margin] du [Control] à l'emplacement du nœud " +"[code]neighbor[/code]. C'est une méthode pour définir [member " +"focus_neighbour_bottom], [member focus_neighbour_left], [member " +"focus_neighbour_right] et [member focus_neighbour_top]." #: doc/classes/Control.xml msgid "" @@ -18926,6 +19409,7 @@ msgstr "Afficher le curseur de la main qui pointe quand il passe sur ce nœud." #: doc/classes/Control.xml msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "" +"Affiche le curseur en croix du système quand l'utilisateur survole ce nœud." #: doc/classes/Control.xml msgid "" @@ -19248,7 +19732,7 @@ msgstr "Ressource de forme de polygone concave 2D pour la physique." #: doc/classes/ConvexPolygonShape.xml msgid "The list of 3D points forming the convex polygon shape." -msgstr "" +msgstr "La liste des points 3D formant le polygone convexe." #: doc/classes/ConvexPolygonShape2D.xml msgid "Convex polygon shape for 2D physics." @@ -19377,6 +19861,8 @@ msgid "" "Initial angular velocity applied to each particle in [i]degrees[/i] per " "second. Sets the speed of rotation of the particle." msgstr "" +"Le vitesse de rotation appliquée à chaque particule en degrés [i]degrees[/i] " +"par seconde." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's angular velocity will vary along this [Curve]." @@ -19664,6 +20150,8 @@ msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "" +"Le [Mesh] utilisé pour chaque particule. Si [code]null[/code], les " +"particules seront des sphères." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml @@ -19703,6 +20191,8 @@ msgid "" "Radial acceleration applied to each particle. Makes particle accelerate away " "from origin." msgstr "" +"L'accélération radiale appliquée à chaque particule. Fait accélérer les " +"particules en s'éloignant de l'origine." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's radial acceleration will vary along this [Curve]." @@ -20797,6 +21287,8 @@ msgid "" "The render flags for the [CubeMap]. See the [enum Flags] constants for " "details." msgstr "" +"Les drapeaux de rendu pour le [CubeMap]. Voir les constantes [enum Flags] " +"pour plus d'informations." #: doc/classes/CubeMap.xml msgid "" @@ -21021,7 +21513,7 @@ msgstr "" #: doc/classes/Curve.xml msgid "Recomputes the baked cache of points for the curve." -msgstr "" +msgstr "Recalcule le cache des points de la courbe." #: doc/classes/Curve.xml msgid "" @@ -21047,6 +21539,8 @@ msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" +"Retourne l'angle de la tangente gauche (en degrés) pour le point à l'index " +"[code]index[/code]." #: doc/classes/Curve.xml msgid "Returns the curve coordinates for the point at [code]index[/code]." @@ -21062,6 +21556,8 @@ msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" +"Retourne l'angle de la tangente droite (en degrés) pour le point à l'index " +"[code]index[/code]." #: doc/classes/Curve.xml msgid "" @@ -21085,12 +21581,16 @@ msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" +"Définit le mode de la tangent [enum TangentMode] gauche pour la position à " +"l'index [code]index[/code] à [code]mode[/code]." #: doc/classes/Curve.xml msgid "" "Sets the left tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" +"Définit l'angle de la tangent gauche pour le point à l'index [code]index[/" +"code] avec [code]tangent[/code]." #: doc/classes/Curve.xml msgid "Sets the offset from [code]0.5[/code]." @@ -21101,12 +21601,16 @@ msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" +"Définit le mode de la tangent [enum TangentMode] droite pour la position à " +"l'index [code]index[/code] à [code]mode[/code]." #: doc/classes/Curve.xml msgid "" "Sets the right tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" +"Définit l'angle de la tangent droite pour le point à l'index [code]index[/" +"code] avec [code]tangent[/code]." #: doc/classes/Curve.xml msgid "" @@ -21157,6 +21661,11 @@ msgid "" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" +"Cette classe décrit une courbe de Bézier en 2D. C'est principalement utilisé " +"pour définir un chemin [Path2D], mais ça peut être utilisé manuellement pour " +"d'autres usages.\n" +"Ça garde un cache des points calculés le long de la courbe, pour accélérer " +"les calculs ultérieurs." #: doc/classes/Curve2D.xml msgid "" @@ -21374,6 +21883,9 @@ msgid "" "index is out of bounds, the function sends an error to the console, and " "returns [code]0[/code]." msgstr "" +"Retourne l'inclinaison en radians pour le point à l'index [code]idx[/code]. " +"Si l'index est hors limites, la fonction affiche une erreur dans la console, " +"et retourne [code]0[/code]." #: doc/classes/Curve3D.xml msgid "" @@ -21658,6 +22170,113 @@ msgid "" "keys. Using [code]const[/code] will only prevent assigning the constant with " "another value after it was initialized." msgstr "" +"Le type Dictionary. C'est un conteneur associatif qui contient des valeurs " +"référencées par des clés unqiues. Les dictionnaires sont composés de paires " +"de clés (qui doivent toutes être uniques) et des valeurs. Les dictionnaires " +"préservent l'ordre d'ajout des éléments, même si ça n'apparait pas toujours " +"lors de l'affichage du dictionnaire. Dans d'autres langages de " +"programmation, cette structure de données est souvent appelée table de " +"hachage ou tableau associatif.\n" +"Vous pouvez definir un dictionnaire avec une liste de paires au format " +"[code]clé : valeur[/code] entre accolades [code]{}[/code].\n" +"Supprimer des éléments pendant une itération n'est [b]pas supporté[/b] et " +"causera un comportement indéfini.\n" +"[b]Note :[/b] Les dictionnaires sont toujours passés par références. Pour " +"obtenir une copie d'un dictionnaire qui peut être modifié indépendamment du " +"dictionnaire original, utilisez [method duplicate].\n" +"Créer un dictionnaire :\n" +"[codeblock]\n" +"var my_dict = {} # Crée un dictionnaire vide.\n" +"\n" +"var dict_variable_key = \"Une autre clé\"\n" +"var dict_variable_value = \"valeur2\"\n" +"var another_dict = {\n" +" \"Un clé\": \"valeur1\",\n" +" dict_variable_key: dict_variable_value,\n" +"}\n" +"\n" +"var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n" +"\n" +"# Syntaxe alternative façon Lua.\n" +"# Ne nécessite pas de guillemets autour des clés, mais seules les chaines de " +"caractères constantes peuvent être utilisées comme nom pour les clés.\n" +"# De plus, les noms des clés doit commencer par une lettre ou un tiret du " +"bas (\"_\").\n" +"# Ici, `une_cle` est une chaine de caractère, pas une variable !\n" +"another_dict = {\n" +" une_cle = 42,\n" +"}\n" +"[/codeblock]\n" +"Vous pouvez accéder aux valeurs d'un dictionnaire en utilisant la clé " +"associée. Dans l'exemple suivant, [code]points_dict[\"Blanc\"][/code] " +"retournera [code]50[/code]. Vous pouvez aussi écrire [code]points_dict." +"Blanc[/code], qui est équivalent. Par contre, vous devez utiliser la syntaxe " +"avec les accolades si la clé n'est pas une chaine de caractère constante " +"(comme un nombre ou une variable).\n" +"[codeblock]\n" +"export(string, \"Blanc\", \"Jaune\", \"Orange\") var my_color\n" +"var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n" +"func _ready():\n" +" # On ne peut pas utiliser la syntaxe en point puisque `my_color` est une " +"variable.\n" +" var points = points_dict[my_color]\n" +"[/codeblock]\n" +"Dans l'exemple au-dessus, [code]points[/code] sera assigné à une valeur " +"associée à la couleur choisie dans [code]my_color[/code].\n" +"Les dictionnaires peuvent contenir des données plus complexes :\n" +"[codeblock]\n" +"my_dict = {\"Premier tableau\": [1, 2, 3, 4]} # Assigne un Array à un clé en " +"String.\n" +"[/codeblock]\n" +"Pour ajouter une clé à un dictionnaire déjà existant, accédez-y comme si " +"c'était une clé existante et associez lui une valeur :\n" +"[codeblock]\n" +"var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n" +"points_dict[\"Bleu\"] = 150 # Ajoute \"Bleu\" comme clé et lui associe la " +"valeur 150.\n" +"[/codeblock]\n" +"Enfin, les dictionnaires peuvent utiliser différents types de clés et de " +"valeurs dans le même dictionnaire :\n" +"[codeblock]\n" +"# Ceci est un dictionnaire valide.\n" +"# Pour accéder à \"Sous valeur\" en-dessous, utilisez `my_dict.sous_dict." +"sous_cle` ou `my_dict[\"sub_dict\"][\"sous_cle\"]`.\n" +"# Les styles d'accès peuvent être mélangés suivant les besoins.\n" +"var my_dict = {\n" +" \"String Key\": 5,\n" +" 4: [1, 2, 3],\n" +" 7: \"Hello\",\n" +" \"sous_dict\": {\"sous_cle\": \"Sous valeur\"},\n" +"}\n" +"[/codeblock]\n" +"[b]Note :[/b] Contrairement aux [Array], vous ne pouvez pas comparer " +"directement des dictionnaires:\n" +"[codeblock]\n" +"array1 = [1, 2, 3]\n" +"array2 = [1, 2, 3]\n" +"\n" +"func compare_arrays():\n" +" print(array1 == array2) # Affichera \"true\"\n" +"\n" +"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" +"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" +"\n" +"func compare_dictionaries():\n" +" print(dict1 == dict2) # N'affichera PAS \"true\".\n" +"[/codeblock]\n" +"Vous devez d'abord calculer le hachage du dictionnaire avec la méthode " +"[method hash] avant de pouvoir les comparer :\n" +"[codeblock]\n" +"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" +"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" +"\n" +"func compare_dictionaries():\n" +" print(dict1.hash() == dict2.hash()) # Affichera \"true\"\n" +"[/codeblock]\n" +"[b]Note :[/b] Quand un dictionnaire est créé avec [code]const[/code], le " +"dictionnaire peut toujours être modifié quand changeant les valeurs ou les " +"clés. Utiliser [code]const[/code] empêche seulement d'assigner cette " +"constante avec une autre valeur une fois la constante initialisée." #: doc/classes/Dictionary.xml msgid "GDScript basics: Dictionary" @@ -21712,6 +22331,17 @@ msgid "" "code] as long as the key exists, even if the associated value is [code]null[/" "code]." msgstr "" +"Retourne [code]true[/code] si le dictionnaire à la clé spécifiée.\n" +"[b]Note :[/b] Ça revient à utiliser l'opérateur [code]in[/code] comme " +"suit :\n" +"[codeblock]\n" +"# Sera évalué à `true`.\n" +"if \"godot\" in {\"godot\": \"engine\"}:\n" +" pass\n" +"[/codeblock]\n" +"Cette méthode (comme pour l'opérateur [code]in[/code]) sera évalué à " +"[code]true[/code] tant que la clé existe, même si elle est associée à " +"[code]null[/code]." #: doc/classes/Dictionary.xml msgid "" @@ -21783,6 +22413,8 @@ msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." msgstr "" +"Optimise le rendu de l'ombre pour les détails plutôt que les mouvements. " +"Voir [enum ShadowDepthRange]." #: doc/classes/DirectionalLight.xml msgid "The maximum distance for shadow splits." @@ -21909,6 +22541,12 @@ msgid "" "overwritten.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" +"Copie le fichier à l'emplacement [code]from[/code] vers la destination " +"[code]to[/code]. Ces deux arguments doivent contenir des chemines vers des " +"fichiers, soient relatifs ou absolus. Si le fichier de destination existe et " +"qu'il n'est pas protégé en écriture, il sera écrasé.\n" +"Retourne un des codes de [enum Error] (et [code]OK[/code] en cas de " +"réussite)." #: doc/classes/Directory.xml msgid "" @@ -21990,6 +22628,9 @@ msgid "" "directory's disk. On other platforms, this information is not available and " "the method returns 0 or -1." msgstr "" +"Sur les systèmes de bureau UNIX, ça retourne l'espace disque disponible sur " +"le disque du dossier actuel. Sur les autres plateformes, cette information " +"n'est pas disponible et la méthode retourne 0 ou -1." #: doc/classes/Directory.xml msgid "" @@ -22002,6 +22643,14 @@ msgid "" "If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered " "out." msgstr "" +"Initialise le flux utilisée pour lister tous les fichiers et dossiers avec " +"la fonction [method get_next], et ferme le flux actuellement ouvert si " +"nécessaire. Une fois le flux manipulé, il doit être fermé avec [method " +"list_dir_end].\n" +"Si [code]skip_navigational[/code] est [code]true[/code], [code].[/code] et " +"[code]..[/code] sont ignorés.\n" +"Si [code]skip_hidden[/code] est [code]true[/code], les fichiers masqués sont " +"ignorés." #: doc/classes/Directory.xml msgid "" @@ -22034,6 +22683,13 @@ msgid "" "filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" +"Ouvre un dossier existant dans le système de fichiers. Le chemin [code]path[/" +"code] doit être dans l'arborescence du projet ([code]res://dossier[/code]), " +"dans le dossier utilisateur ([code]user://dossier[/code]) ou un chemin " +"absolu dans le système de fichiers de l'utilisateur (e.g. [code]/tmp/" +"dossier[/code] or [code]C:\\tmp\\dossier[/code]).\n" +"Retourne un des codes d'erreur de [enum Error] (et [code]OK[/code] en cas de " +"succès)." #: doc/classes/Directory.xml msgid "" @@ -22122,6 +22778,68 @@ msgid "" " connected = true\n" "[/codeblock]" msgstr "" +"Cette classe est utilisée pour enregistrer l'état d'un serveur DTLS. La " +"méthode [method setup] convertie les [PacketPeerUDP] connectés en " +"[PacketPeerDTLS] et les acceptent avec [method take_connection] comme " +"clients DTLS. En interne, cette classe est utilisée pour enregistrer l'état " +"DTLS et les cookies sur le serveur. La raison pour laquelle l'état et les " +"cookies sont nécessaires dépasse les propos de cette documentation.\n" +"Voici une petit exemple sur comment l'utiliser :\n" +"[codeblock]\n" +"# server.gd\n" +"extends Node\n" +"\n" +"var dtls := DTLSServer.new()\n" +"var server := UDPServer.new()\n" +"var peers = []\n" +"\n" +"func _ready():\n" +" server.listen(4242)\n" +" var key = load(\"key.key\") # Votre clé privée.\n" +" var cert = load(\"cert.crt\") # Votre certificat X509.\n" +" dtls.setup(key, cert)\n" +"\n" +"func _process(delta):\n" +" while server.is_connection_available():\n" +" var peer : PacketPeerUDP = server.take_connection()\n" +" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n" +" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" +" continue # C'est normal que 50% des connexions échouent à cause " +"des échanges de cookie.\n" +" print(\"Pair connecté !\")\n" +" peers.append(dtls_peer)\n" +" for p in peers:\n" +" p.poll() # Nécessaire pour mettre à jour l'état\n" +" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" +" while p.get_available_packet_count() > 0:\n" +" print(\"Message reçu du client : %s\" % p.get_packet()." +"get_string_from_utf8())\n" +" p.put_packet(\"Bonjour client DTLS\".to_utf8())\n" +"[/codeblock]\n" +"[codeblock]\n" +"# client.gd\n" +"extends Node\n" +"\n" +"var dtls := PacketPeerDTLS.new()\n" +"var udp := PacketPeerUDP.new()\n" +"var connected = false\n" +"\n" +"func _ready():\n" +" udp.connect_to_host(\"127.0.0.1\", 4242)\n" +" dtls.connect_to_peer(udp, false) # Utilisez \"true\" en production pour " +"vérifier le certificat !\n" +"\n" +"func _process(delta):\n" +" dtls.poll()\n" +" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" +" if !connected:\n" +" # Essayer de contacter le serveur\n" +" dtls.put_packet(\"La réponse est... 42!\".to_utf8())\n" +" while dtls.get_available_packet_count() > 0:\n" +" print(\"Connecté : %s\" % dtls.get_packet()." +"get_string_from_utf8())\n" +" connected = true\n" +"[/codeblock]" #: doc/classes/DTLSServer.xml msgid "" @@ -22417,7 +23135,7 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "Adds linker flags for the iOS export." -msgstr "" +msgstr "Ajoute un drapeau à l'assembleur pour l'export iOS." #: doc/classes/EditorExportPlugin.xml msgid "Adds content for iOS Property List files." @@ -22454,6 +23172,8 @@ msgstr "" msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" +"Un profile de fonctionnalités de l'éditeur qui permet de désactiver " +"certaines fonctionnalités." #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -22642,13 +23362,15 @@ msgstr "Le fichier actuellement sélectionné." #: doc/classes/EditorFileDialog.xml msgid "The file system path in the address bar." -msgstr "" +msgstr "Le chemin dans le système de fichier dans la barre d'adresse." #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" +"Si [code]true[/code], le [EditorFileDialog] n'avertira pas l'utilisateur " +"avant d'écraser des fichiers." #: doc/classes/EditorFileDialog.xml msgid "" @@ -22666,6 +23388,8 @@ msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]." msgstr "" +"Si [code]true[/code], les fichiers et dossiers masqués seront visibles dans " +"le [EditorFileDialog]." #: doc/classes/EditorFileDialog.xml msgid "Emitted when a directory is selected." @@ -22770,6 +23494,8 @@ msgstr "Obtient l'objet de répertoire racine." #: doc/classes/EditorFileSystem.xml msgid "Returns a view into the filesystem at [code]path[/code]." msgstr "" +"Retourne une vue dans le système de fichiers à l'emplacement [code]path[/" +"code]." #: doc/classes/EditorFileSystem.xml msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." @@ -22822,7 +23548,7 @@ msgstr "Un répertoire pour le système de fichiers des ressources." #: doc/classes/EditorFileSystemDirectory.xml msgid "A more generalized, low-level variation of the directory concept." -msgstr "" +msgstr "Une variation bas-niveau et plus générale du concept de dossier." #: doc/classes/EditorFileSystemDirectory.xml msgid "" @@ -22890,6 +23616,8 @@ msgid "" "Returns the parent directory for this directory or [code]null[/code] if " "called on a directory at [code]res://[/code] or [code]user://[/code]." msgstr "" +"Retourne le dossier parent de ce dossier ou [code]null[/code] si appelé dans " +"un dossier à [code]res://[/code] ou [code]user://[/code]." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to this directory." @@ -22966,6 +23694,61 @@ msgid "" "To use [EditorImportPlugin], register it using the [method EditorPlugin." "add_import_plugin] method first." 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" +"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 " +"d'importation qui changerons le processus d'importation. Les " +"EditorImportPlugins sont responsables pour créer les ressources et les " +"enregistrer dans le dossier [code].import[/code] (voir [member " +"ProjectSettings.application/config/use_hidden_project_data_directory]).\n" +"L'exemple ci-dessous définit un EditorImportPlugin qui importe un [Mesh] " +"depuis un fichier avec l'extension \".special\" ou \".spec\" :\n" +"[codeblock]\n" +"tool\n" +"extends EditorImportPlugin\n" +"\n" +"func get_importer_name():\n" +" return \"my.special.plugin\"\n" +"\n" +"func get_visible_name():\n" +" return \"Special Mesh\"\n" +"\n" +"func get_recognized_extensions():\n" +" return [\"special\", \"spec\"]\n" +"\n" +"func get_save_extension():\n" +" return \"mesh\"\n" +"\n" +"func get_resource_type():\n" +" return \"Mesh\"\n" +"\n" +"func get_preset_count():\n" +" return 1\n" +"\n" +"func get_preset_name(i):\n" +" return \"Default\"\n" +"\n" +"func get_import_options(i):\n" +" return [{\"name\": \"my_option\", \"default_value\": false}]\n" +"\n" +"func import(source_file, save_path, options, platform_variants, gen_files):\n" +" var file = File.new()\n" +" if file.open(source_file, File.READ) != OK:\n" +" return FAILED\n" +"\n" +" var mesh = Mesh.new()\n" +" # Remplir le Mesh avec des données lues depuis \"file\" (exercice laissé " +"au lecteur)\n" +"\n" +" var filename = save_path + \".\" + get_save_extension()\n" +" return ResourceSaver.save(filename, mesh)\n" +"[/codeblock]\n" +"Pour utiliser un nouveau [EditorImportPlugin], enregistrez-le d'abord avec " +"la méthode [method EditorPlugin.add_import_plugin]." #: doc/classes/EditorImportPlugin.xml msgid "" @@ -23016,7 +23799,7 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "Gets the name of the options preset at this index." -msgstr "" +msgstr "Retourne le nom des préréglages de l'option à cette position." #: doc/classes/EditorImportPlugin.xml msgid "" @@ -23132,9 +23915,8 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -#, fuzzy msgid "Emitted when a resource is selected in the inspector." -msgstr "Émis lorsqu'une interface est supprimée." +msgstr "Émis quand une ressource est sélectionnée dans l'inspecteur." #: doc/classes/EditorInspector.xml msgid "" @@ -23299,7 +24081,7 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns an [Array] with the file paths of the currently opened scenes." -msgstr "" +msgstr "Retourne un [Array] avec le chemin des fichiers des scènes ouvertes." #: doc/classes/EditorInterface.xml msgid "" @@ -23362,6 +24144,8 @@ msgstr "" msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." msgstr "" +"Retourne les aperçus des maillages rendus à la taille spécifiée sous forme " +"de [Array] de [Texture]." #: doc/classes/EditorInterface.xml msgid "Opens the scene at the given path." @@ -23914,6 +24698,9 @@ msgid "" "Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" "b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" +"Émis quand l'utilisateur change d'espace de travail ([b]2D[/b], [b]3D[/b], " +"[b]Script[/b], [b]AssetLib[/b]). Fonctionne aussi avec les écrans " +"personnalisés définis par des greffons." #: doc/classes/EditorPlugin.xml msgid "" @@ -24081,6 +24868,8 @@ msgstr "Émis lors de la sélection. Utilisé en interne." #: doc/classes/EditorResourcePicker.xml msgid "Godot editor's control for selecting [Resource] type properties." msgstr "" +"Le contrôle de l'éditeur de Godot pour la sélection des propriétés de type " +"[Resource]." #: doc/classes/EditorResourcePicker.xml msgid "" @@ -24605,6 +25394,11 @@ msgid "" "the Editor Settings. If [code]update_current[/code] is true, the current " "value of the setting will be set to [code]value[/code] as well." msgstr "" +"Définit la valeur initiale de la préférence nommée [code]name[/code] à " +"[code]value[/code]. C'est utilisé pour définir une valeur pour le bouton " +"Annuler dans les préférences de l'éditeur. Si [code]update_current[/code] " +"est vrai, la valeur actuelle de cette préférence sera définie à [code]value[/" +"code] aussi." #: doc/classes/EditorSettings.xml msgid "" @@ -24766,6 +25560,8 @@ msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." msgstr "" +"Définit le nœud [Spatial] à utiliser pour le manipulateur. Ce nœud " +"[code]node[/code] doit hériter d'un [Spatial]." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "Used by the editor to define Spatial gizmo types." @@ -24792,6 +25588,8 @@ msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" +"Surchargez cette méthode pour définir quand le manipulateur peut être masqué " +"ou non. Retourne [code]true[/code] si n'est pas surchargé." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -24910,6 +25708,11 @@ msgid "" "same behavior." 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." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -24963,6 +25766,9 @@ msgid "" "Fetches new changes from the remote, but doesn't write changes to the " "current working directory. Equivalent to [code]git fetch[/code]." msgstr "" +"Récupère les nouvelles modifications depuis le dépôt distant mais n'inscrit " +"aucune modification dans l'actuel dossier de travail. Équivalent à [code]git " +"fetch[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" @@ -25075,12 +25881,16 @@ msgid "" "Helper function to add an array of [code]diff_hunks[/code] into a " "[code]diff_file[/code]." msgstr "" +"Une fonction d'aide pour ajouter une liste de [code]diff_hunks[/code] dans " +"un [code]diff_file[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to add an array of [code]line_diffs[/code] into a " "[code]diff_hunk[/code]." msgstr "" +"Une fonction d'aide pour ajouter une liste de [code]line_diffs[/code] dans " +"un [code]diff_hunk[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" @@ -25259,6 +26069,8 @@ msgid "" "Returns Dictionary of licenses used by Godot and included third party " "components." msgstr "" +"Retourne un dictionnaire des licences utilisées par Godot en incluant les " +"composants tiers." #: doc/classes/Engine.xml msgid "Returns Godot license text." @@ -25267,6 +26079,7 @@ msgstr "Retourne le texte de la licence Godot." #: doc/classes/Engine.xml msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." msgstr "" +"Retourne l'objet de la boucle principale (voir [MainLoop] et [SceneTree])." #: doc/classes/Engine.xml msgid "" @@ -25281,6 +26094,16 @@ msgid "" " pass # Run expensive logic only once every 2 physics frames here.\n" "[/codeblock]" msgstr "" +"Retourne le nombre de trames écoulées depuis le démarrage du moteur, et est " +"mis à jour à chaque nouvelle [b]trame physique[/b]. Voir aussi [method " +"get_idle_frames].\n" +"[method get_physics_frames] peut être utilisé pour lancer des logiques " +"coûteuses mois souvent sans utiliser un [Timer]:\n" +"[codeblock]\n" +"func _physics_process(_delta):\n" +" if Engine.get_physics_frames() % 2 == 0:\n" +" pass # Lancer la logique coûteuse qu'une trame physique sur 2.\n" +"[/codeblock]" #: doc/classes/Engine.xml msgid "" @@ -25328,12 +26151,44 @@ msgid "" " # Do things specific to versions before 3.2\n" "[/codeblock]" msgstr "" +"Retourne les informations sur la version du moteur de jeu dans un " +"Dictionary.\n" +"[code]major[/code] - Le numéro de version majeur en int\n" +"[code]minor[/code] - Le numéro de version mineur en int\n" +"[code]patch[/code] - Le numéro de version de correctif en int\n" +"[code]hex[/code] - Le numéro complet de version sous forme de int au " +"format hexadécimal avec un octet (2 caractères) par numéro (voir l'exemple " +"en-dessous)\n" +"[code]status[/code] - Le status (ex.: \"beta\", \"rc1\", \"rc2\", ... " +"\"stable\") en String\n" +"[code]build[/code] - Le nom de la version (ex.: \"custom_build\") en " +"String\n" +"[code]hash[/code] - Le hachage du commit Git en String\n" +"[code]year[/code] - L'année où la version a été publiée en int\n" +"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " +"[code]patch[/code] + [code]status[/code] + [code]build[/code] dans une seule " +"String\n" +"La valeur [code]hex[/code] est codée comme suit, de gauche à droite : un " +"octet pour le numéro majeur, un octet pour le numéro mineur, un octet pour " +"le numéro de correct. Par exemple, la \"3.1.12\" sera la valeur " +"[code]0x03010C[/code]. [b]Note :[/b] C'est toujours en int en interne, et " +"l'afficher donnera sa représentation décimale ([code]196876[/code] dans ce " +"cas), qui ne sera pas particulièrement utile. Utiliser une représentation " +"hexadécimale permet facilement de comparer les versions dans le code :\n" +"[codeblock]\n" +"if Engine.get_version_info().hex >= 0x030200:\n" +" # Pour les choses spécifiques à la version 3.2 et suivantes\n" +"else:\n" +" # Pour les choses spécifiques aux versions avant la 3.2\n" +"[/codeblock]" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" +"Retourne [code]true[/code] si un singleton avec le nom [code]name[/code] " +"existe dans l'espace global." #: doc/classes/Engine.xml msgid "" @@ -25456,7 +26311,6 @@ msgid "" msgstr "" #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml -#, fuzzy msgid "Environment and post-processing" msgstr "Les environnements et les effets post-rendu" @@ -25537,6 +26391,8 @@ msgstr "La [Color] de la lumière ambiante." msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" +"L'énergie de la lumière ambiante. Plus la valeur est grande, plus la lumière " +"est intense." #: doc/classes/Environment.xml msgid "" @@ -25748,6 +26604,8 @@ msgstr "" #: doc/classes/Environment.xml msgid "The depth fog's [Color] when looking towards the sun." msgstr "" +"La [Color] de brouillard de profondeur quand on regarde en direction du " +"soleil." #: doc/classes/Environment.xml msgid "" @@ -26277,6 +27135,42 @@ msgid "" "process will be killed. You can work around this by calling [method flush] " "at regular intervals." msgstr "" +"Le type Fichier. Il est utilisé pour enregistrer de manière permanente des " +"données dans le système de fichiers de l'appareil de l'utilisateur, et " +"pouvoir lire ce fichier. Ça peut être utilisé pour enregistrer les " +"sauvegardes du jeu ou des fichiers de configuration ou de préférence, par " +"exemple.\n" +"Voici un exemple sur comment écrire et lire dans une fichier :\n" +"[codeblock]\n" +"func save(content):\n" +" var file = File.new()\n" +" file.open(\"user://save_game.dat\", File.WRITE) # Ouvert en écriture " +"seulement\n" +" file.store_string(content)\n" +" file.close()\n" +"\n" +"func load():\n" +" var file = File.new()\n" +" file.open(\"user://save_game.dat\", File.READ) # Ouvert en lecture " +"seulement\n" +" var content = file.get_as_text()\n" +" file.close()\n" +" return content\n" +"[/codeblock]\n" +"Dans l'exemple au-dessus, le fichier sera enregistré dans le dossier des " +"données utilisateur comme précisé dans la documentation [url=$DOCS_URL/" +"tutorials/io/data_paths.html]Chemins de données[/url].\n" +"[b]Note:[/b] Pour accéder au ressources du projet une fois le projet " +"exporté, il est recommandé d'utiliser [ResourceLoader] plutôt que l'API " +"[File], puisque certains fichiers sont convertis dans un format spécifique " +"au moteur de jeu et le fichier original risque de ne plus être présent dans " +"le paquet PCK exporté.\n" +"[b]Note :[/b] Les fichiers sont automatiquement fermés seulement si le " +"processus quitte \"normalement\" (comme un cliquant sur le bouton fermer du " +"gestionnaire de fenêtre ou avec [b]Alt + F4[/b]). Si vous arrêtez " +"l'exécution du projet avec [b]F8[/b] pendant que le projet est lancé, les " +"fichiers ne seront pas fermés parce que le processus sera détruit. Vous " +"pouvez gérer ce cas en appelant [method flush] régulièrement." #: doc/classes/File.xml msgid "File system" @@ -26288,6 +27182,9 @@ msgid "" "operations. Use [method flush] to persist the data to disk without closing " "the file." msgstr "" +"Ferme le fichier actuellement ouvert et empêche les opérations de lecture/" +"écriture ultérieures. Utilisez [method flush] pour enregistrer les données " +"sur le disque sans fermer le fichier." #: doc/classes/File.xml msgid "" @@ -26570,6 +27467,9 @@ msgid "" "[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, " "2^63 - 1][/code] (i.e. be a valid [int] value)." msgstr "" +"Enregistre an entier de 64 bits dans le fichier.\n" +"[b]Note :[/b] La valeur [code]value[/code] doit être dans l'intervalle [code]" +"[-2^63, 2^63 - 1][/code] (être un [int] valide)." #: doc/classes/File.xml msgid "" @@ -26606,6 +27506,8 @@ msgid "" "Appends [code]line[/code] to the file followed by a line return character " "([code]\\n[/code]), encoding the text as UTF-8." msgstr "" +"Ajoute la ligne [code]line[/code] au fichier suivit d'un retour à la ligne " +"([code]\\n[/code]), en encodant le texte en UTF-8." #: doc/classes/File.xml msgid "" @@ -26613,6 +27515,9 @@ msgid "" "store the length of the string).\n" "Text will be encoded as UTF-8." msgstr "" +"Enregistre la [String] donnée dans une nouvelle ligne au format Pascal " +"(enregistre aussi la longueur de la chaine de caractères).\n" +"Le texte sera codé en UTF-8." #: doc/classes/File.xml msgid "Stores a floating-point number in the file." @@ -26678,13 +27583,12 @@ msgstr "" "n’existe pas et tronquer s’il existe." #: doc/classes/File.xml -#, fuzzy msgid "" "Opens the file for read and write operations. Does not truncate the file. " "The cursor is positioned at the beginning of the file." msgstr "" "Ouvre le fichier pour les opérations de lecture et d'écriture. Ne tronque " -"pas le fichier." +"pas le fichier. Le curseur est placé au début du fichier." #: doc/classes/File.xml #, fuzzy @@ -27113,6 +28017,9 @@ msgid "" "actually inheriting from [Object], not a built-in type such as [int], " "[Vector2] or [Dictionary]." msgstr "" +"L'objet contenant la fonction référencée. Cet objet doit hériter de la " +"classe [Object], et non d'un type intégré comme [int], [Vector2] ou " +"[Dictionary]." #: doc/classes/FuncRef.xml msgid "The name of the referenced function." @@ -27122,6 +28029,8 @@ msgstr "Le nom de la fonction référencée." msgid "" "An external library containing functions or script classes to use in Godot." msgstr "" +"Une bibliothèque externe contenant des fonctions et des classes de script à " +"utiliser dans Godot." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" @@ -27136,6 +28045,8 @@ msgid "" "Returns paths to all dependency libraries for the current platform and " "architecture." msgstr "" +"Retourne les chemines de toutes les bibliothèques nécessaires à la " +"plateforme et l'architecture actuelles." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" @@ -27148,6 +28059,8 @@ msgid "" "This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] " "files." msgstr "" +"Cette ressource est un [ConfigFile] au format style INI, comme dans les " +"fichiers [code].gdnlib[/code]." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" @@ -27669,11 +28582,11 @@ msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a rotational motor across these axes." -msgstr "" +msgstr "Si actif, il y a un moteur de rotation à travers ces axes." #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a linear motor across these axes." -msgstr "" +msgstr "Si actif, il y a un moteur linéaire à travers ces axes." #: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml msgid "Represents the size of the [enum Flag] enum." @@ -27689,6 +28602,9 @@ msgid "" "shapes, compute intersections between shapes, and process various other " "geometric operations." msgstr "" +"Geometry fournit un ensemble de fonctions d'aide pour créer des formes " +"géométrique, calculer les intersections entre les formes, et propose " +"différentes autres opérations géométriques." #: doc/classes/Geometry.xml msgid "" @@ -28196,6 +29112,8 @@ msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be twice as large, on each axis." msgstr "" +"La texture de lumière générée sera deux fois plus grande, selon les deux " +"axes." #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be 4 times as large, on each axis." @@ -28672,9 +29590,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "Toutes les couleurs du dégradé retournées dans un [PoolColorArray]." #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "Toutes les couleurs du dégradé retournées dans un [PoolRealArray]." +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "Texture remplie de gradients." @@ -28742,6 +29673,8 @@ msgid "" "The number of vertical color samples that will be obtained from the " "[Gradient], which also represents the texture's height." msgstr "" +"Le nombre d'échantillons de couleur verticaux qui seront obtenus de ce " +"[Gradient], ce qui représente aussi la hauteur de la texture." #: doc/classes/GradientTexture2D.xml msgid "" @@ -28764,6 +29697,8 @@ msgid "" "The number of horizontal color samples that will be obtained from the " "[Gradient], which also represents the texture's width." msgstr "" +"Le nombre d'échantillons de couleur horizontaux qui seront obtenus de ce " +"[Gradient], ce qui représente aussi la largeur de la texture." #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a straight line." @@ -28784,6 +29719,8 @@ msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, repeating the same pattern in both directions." msgstr "" +"La texture est remplie en partant de la position [member fill_from] jusqu'à " +"[member fill_to], répétant le même motif dans les deux directions." #: doc/classes/GradientTexture2D.xml msgid "" @@ -28836,6 +29773,9 @@ msgid "" "[code]to[/code] GraphNode. If the connection already exists, no connection " "is created." msgstr "" +"Crée une connexion entre le port [code]from_port[/code] du GraphNode " +"[code]from[/code] et le port [code]to_port[/code] du GraphNode [code]to[/" +"code]. Si la connexion existe déjà, aucune nouvelle connexion n'est crée." #: doc/classes/GraphEdit.xml msgid "" @@ -28977,6 +29917,9 @@ 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 "" +"Émis au GraphEdit lors d'une tentative de créer une connexion entre le port " +"[code]from_port[/code] du GraphNode [code]from[/code] et le port " +"[code]to_port[/code] du GraphNode [code]to[/code]." #: doc/classes/GraphEdit.xml msgid "" @@ -29160,20 +30103,20 @@ msgid "Returns the right (output) type of the slot [code]idx[/code]." msgstr "Retourne le type du nœud à [code]idx[/code]." #: doc/classes/GraphNode.xml -#, fuzzy msgid "" "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] " "is enabled." msgstr "" -"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." +"Retourne [code]true[/code] si le côté gauche (entrée) de l'emplacement " +"[code]idx[/code] est actif." #: doc/classes/GraphNode.xml -#, fuzzy msgid "" "Returns [code]true[/code] if right (output) side of the slot [code]idx[/" "code] is enabled." msgstr "" -"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." +"Retourne [code]true[/code] si le côté droit (sortie) de l'emplacement " +"[code]idx[/code] est actif." #: doc/classes/GraphNode.xml msgid "" @@ -29498,12 +30441,17 @@ msgid "" "Returns an array of [Transform] and [Mesh] references corresponding to the " "non-empty cells in the grid. The transforms are specified in world space." msgstr "" +"Retourne une liste de [Transform] et de ressources [Mesh] correspondants aux " +"cellules non vides sur la grille. Les transformations sont définies dans " +"l'espace global." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the " "grid map." msgstr "" +"Retourne un tableau de [Vector3] avec les coordonnées des cellules non vides " +"dans la grille." #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy @@ -29739,12 +30687,16 @@ msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." msgstr "" +"Le nombre de sommets pour la profondeur de la carte de hauteur. Changer " +"cette valeur redimensionnera [member map_data]." #: doc/classes/HeightMapShape.xml msgid "" "Number of vertices in the width of the height map. Changing this will resize " "the [member map_data]." msgstr "" +"Le nombre de sommets pour la largeur de la carte de hauteur. Changer cette " +"valeur redimensionnera [member map_data]." #: doc/classes/HFlowContainer.xml #, fuzzy @@ -29893,6 +30845,8 @@ msgid "" "Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is " "returned." msgstr "" +"Retourne le HMAC résultant. Si le HMAC a échoué, un [PoolByteArray] vide est " +"retourné." #: doc/classes/HMACContext.xml msgid "" @@ -30258,6 +31212,8 @@ msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "" +"Si [code]true[/code], l'exécution sera bloquée jusqu'à ce que toutes les " +"données de la réponse soit lues." #: doc/classes/HTTPClient.xml msgid "The connection to use for this client." @@ -30276,6 +31232,9 @@ msgid "" "HTTP GET method. The GET method requests a representation of the specified " "resource. Requests using GET should only retrieve data." msgstr "" +"La méthode HTTP GET. La méthode GET demande une représentation de la " +"ressource spécifiée. Les requêtes avec GET ne devrait faire que retourner " +"des données." #: doc/classes/HTTPClient.xml msgid "" @@ -30343,6 +31302,8 @@ msgstr "Statut : Déconnecté du serveur." #: doc/classes/HTTPClient.xml msgid "Status: Currently resolving the hostname for the given URL into an IP." msgstr "" +"Status : Actuellement en train de résoudre l'hôte de l'URL donnée en adresse " +"IP." #: doc/classes/HTTPClient.xml msgid "Status: DNS failure: Can't resolve the hostname for the given URL." @@ -30396,6 +31357,9 @@ msgid "" "server has received and is processing the request, but no response is " "available yet." msgstr "" +"Le code de status HTTP [code]102 Processing[/code] (WebDAV). Indique que le " +"serveur a reçu la requête et la traite, mais aucune réponse n'est disponible " +"pour l'instant." #: doc/classes/HTTPClient.xml msgid "" @@ -30618,6 +31582,10 @@ msgid "" "This code is used in situations where the user might be able to resolve the " "conflict and resubmit the request." msgstr "" +"Le code de status HTTP [code]409 Conflict[/code]. La requête n'a pu être " +"complétée à cause d'un conflit avec l'état actuel de la ressource cible. Ce " +"code est utilisé dans les situations où l'utilisateur peut être capable de " +"résoudre le conflit et de soumettre à nouveau la requête." #: doc/classes/HTTPClient.xml msgid "" @@ -30904,6 +31872,82 @@ msgid "" " texture_rect.texture = texture\n" "[/codeblock]" msgstr "" +"Un nœud qui permet d'envoyer des requêtes HTTP. Utilise [HTTPClient] en " +"interne.\n" +"Peut permettre d'envoyer des requêtes HTTP, ex. pour envoyer ou télécharger " +"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" +"[codeblock]\n" +"func _ready():\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 " +"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 " +"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" +" var body = {\"nom\": \"Godette\"}\n" +" error = http_request.request(\"https://httpbin.org/post\", [], true, " +"HTTPClient.METHOD_POST, body)\n" +" if error != OK:\n" +" push_error(\"Une erreur est survenue dans la requête HTTP.\")\n" +"\n" +"\n" +"# Appelé quand la requête HTTP est complète.\n" +"func _http_request_completed(result, response_code, headers, body):\n" +" var response = parse_json(body.get_string_from_utf8())\n" +"\n" +" # Affichera le user-agent utilisé par le nœud HTTPRequest (reconnu par " +"httpbin.org).\n" +" print(response.headers[\"User-Agent\"])\n" +"[/codeblock]\n" +"[b]Un exemple de chargement et d'affichage d'une image récupérée avec une " +"HTTPRequest:[/b]\n" +"[codeblock]\n" +"func _ready():\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 " +"moment de l'écriture de ce tutoriel.\n" +" var error = http_request.request(\"https://via.placeholder.com/512\")\n" +" if error != OK:\n" +" push_error(\"Une erreur est survenue dans la requête HTTP.\")\n" +"\n" +"\n" +"# Appelé quand la requête HTTP est complète.\n" +"func _http_request_completed(result, response_code, headers, body):\n" +" var image = Image.new()\n" +" var error = image.load_png_from_buffer(body)\n" +" if error != OK:\n" +" push_error(\"L'image n'a pu être chargée.\")\n" +"\n" +" var texture = ImageTexture.new()\n" +" texture.create_from_image(image)\n" +"\n" +" # Afficher l'image dans un nœud TextureRect.\n" +" var texture_rect = TextureRect.new()\n" +" add_child(texture_rect)\n" +" texture_rect.texture = texture\n" +"[/codeblock]" #: doc/classes/HTTPRequest.xml msgid "Cancels the current request." @@ -30974,7 +32018,7 @@ msgstr "" #: doc/classes/HTTPRequest.xml msgid "The file to download into. Will output any received file into it." -msgstr "" +msgstr "Le fichier dans lequel enregistrer le téléchargement." #: doc/classes/HTTPRequest.xml msgid "Maximum number of allowed redirects." @@ -31352,6 +32396,8 @@ msgstr "" msgid "" "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image." msgstr "" +"Convertit une image RGBE (« Red Green Blue Exponent ») standard en image " +"sRGB." #: doc/classes/Image.xml msgid "" @@ -31405,6 +32451,7 @@ msgstr "Réduit la taille de l'image par 2." #: doc/classes/Image.xml msgid "Converts the raw data from the sRGB colorspace to a linear scale." msgstr "" +"Convertit des données brutes depuis l'espace de couleur sRGB en linéaire." #: doc/classes/Image.xml msgid "Unlocks the data and prevents changes." @@ -31563,6 +32610,12 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" +"Le format de texture [url=https://en.wikipedia.org/wiki/" +"S3_Texture_Compression]S3TC[/url] qui utiliser une compression de bloc 1, et " +"est une variation plus petite que S3TC, avec seulement 1 bit pour l'alpha et " +"les composants de couleurs étant pré-multitpliés avec l'alpha.\n" +"[b]Note :[/b] À la création d'une [ImageTexture], elle est convertie vers " +"l'espace de couleur linéaire sRGB." #: doc/classes/Image.xml msgid "" @@ -31722,6 +32775,12 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" +"[url=https://en.wikipedia.org/wiki/" +"Ericsson_Texture_Compression#ETC2_and_EAC]Format de compression Ericsson 2[/" +"url] (variante [code]RGBA8[/code]), qui compresse les données RGBA8888 avec " +"le support complet de l'opacité.\n" +"[b]Note :[/b] Lors de la création d'une [ImageTexture], l'espace de couleur " +"sRGB est convertit en linéaire." #: doc/classes/Image.xml msgid "" @@ -31752,6 +32811,9 @@ msgid "" "This mode is faster than [constant INTERPOLATE_CUBIC], but it results in " "lower quality." msgstr "" +"Fait une interpolation bilinéaire. Si l'image est redimensionnée, elle peut " +"être floue. Ce mode est plus rapide que [constant INTERPOLATE_CUBIC], mais " +"le résultat est moins bon." #: doc/classes/Image.xml msgid "" @@ -31759,6 +32821,9 @@ msgid "" "This mode often gives better results compared to [constant " "INTERPOLATE_BILINEAR], at the cost of being slower." msgstr "" +"Fait une interpolation cubique. Si l'image est redimensionnée, elle peut " +"être floue. Ce mode donne en général de meilleurs résultats que [constant " +"INTERPOLATE_BILINEAR], mais est plus lente." #: doc/classes/Image.xml msgid "" @@ -31882,6 +32947,44 @@ msgid "" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations." msgstr "" +"Une [Texture] basée sur une [Image]. Pour qu'une image soit affichée, une " +"[ImageTexture] doit être créée avec la méthode [method create_from_image] :\n" +"[codeblock]\n" +"var texture = ImageTexture.new()\n" +"var image = Image.new()\n" +"image.load(\"res://icon.png\")\n" +"texture.create_from_image(image)\n" +"$Sprite.texture = texture\n" +"[/codeblock]\n" +"De cette façon, les textures peuvent être créées au lancement du jeu en " +"chargent les images depuis l'éditeur ou de manière externe.\n" +"[b]Avertissement :[/b] Préférez charger les texture importées avec [method " +"@GDScript.load] plutôt que depuis le système de fichier avec [method Image." +"load], parce que ça peut ne pas fonctionner dans les projets exportés :\n" +"[codeblock]\n" +"var texture = load(\"res://icon.png\")\n" +"$Sprite.texture = texture\n" +"[/codeblock]\n" +"C'est parce que les images doivent d'abord être importées comme des " +"[StreamTexture] pour être chargées avec [method @GDScript.load]. Si vous " +"préférez charger un fichier image comme n'importe quelle [Resource], " +"importez-là comme ressource [Image] plutôt, et alors chargez-là normalement " +"avec la méthode [method @GDScript.load].\n" +"Il est à noter que les données de l'image peuvent toujours être récupérées à " +"partir d'une texture importée avec la méthode [method Texture.get_data], qui " +"retourne une copie des données de l'image :\n" +"[codeblock]\n" +"var texture = load(\"res://icon.png\")\n" +"var image : Image = texture.get_data()\n" +"[/codeblock]\n" +"Une [ImageTexture] n'est pas prévue pour être gérée directement depuis " +"l'interface de l'éditeur, et est principalement utilisé pour l'affichage " +"d'images à l'écran de manière dynamique par le code. Si vous devez générer " +"des images de manière procédurale depuis l'éditeur, préférez l'enregistrer " +"puis l'importer sous forme de texture personnalisée en implémentant un " +"nouveau [EditorImportPlugin].\n" +"[b]Note :[/b] La taille maximale des textures est de 16384×16384 pixels à " +"cause des limitations des cartes graphiques." #: doc/classes/ImageTexture.xml msgid "" @@ -31890,6 +32993,10 @@ msgid "" "[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] " "is any combination of [enum Texture.Flags]." msgstr "" +"Crée une nouvelle [ImageTexture] avec la largeur [code]width[/code] et la " +"hauteur [code]height[/code].\n" +"Le [code]format[/code] est une valeur parmi [enum Image.Format], " +"[code]flags[/code] est une combinaison de [enum Texture.Flags]." #: doc/classes/ImageTexture.xml msgid "" @@ -32162,6 +33269,8 @@ msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." msgstr "" +"Reçoit un axe [enum JoystickList] et retourne son nom équivalent comme " +"chaine de caractères." #: doc/classes/Input.xml msgid "Returns the index of the provided button name." @@ -32278,13 +33387,12 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " "JoystickList])." msgstr "" -"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la " -"chaîne de caractères donnée." +"Retourne [code]true[/code] si vous êtes en train d'appuyer le bouton de la " +"manette (voir [enum JoystickList])." #: doc/classes/Input.xml msgid "" @@ -33007,6 +34115,10 @@ msgid "" "On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " "the piano key frequency chart on Wikipedia for more information." msgstr "" +"Le numéro de la hauteur de la note de ce signal MIDI. Cette valeur est entre " +"0 et 127. Sur un piano, le Do du milieu est 60, et le La 440Hz est 69, voir " +"la colonne des \"notes MIDI\" sur la graphique des fréquences du piano sur " +"Wikipédia pour plus d'informations." #: doc/classes/InputEventMIDI.xml msgid "" @@ -33154,6 +34266,8 @@ msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "The drag event index in the case of a multi-drag event." msgstr "" +"L'index de l'événement de glissage dans le cas d'un événement de plusieurs " +"glissages." #: doc/classes/InputEventScreenDrag.xml msgid "The drag position." @@ -33321,10 +34435,12 @@ msgid "" "Clears all [InputEventAction] in the [InputMap] and load it anew from " "[ProjectSettings]." msgstr "" +"Efface toutes les [InputEventAction] dans le [InputMap] et les rechargent " +"depuis les [ProjectSettings]." #: doc/classes/InstancePlaceholder.xml msgid "Placeholder for the root [Node] of a [PackedScene]." -msgstr "" +msgstr "Le nœud fictif pour le [Node] racine de la [PackedScene]." #: doc/classes/InstancePlaceholder.xml msgid "" @@ -33448,17 +34564,22 @@ msgid "" "If it is not [member enabled] or does not have a valid target set, " "InterpolatedCamera acts like a normal Camera." msgstr "" +"[i]Obsolète (sera retiré dans Godot 4.0).[/i] InterpolatedCamera est une " +"[Camera] qui se déplace doucement vers la position et rotation de sa cible.\n" +"Si [member enabled] n'est pas activé ou si elle n'a pas de cible valide de " +"définit, InterpolatedCamera se comportement comme une Camera normale." #: doc/classes/InterpolatedCamera.xml msgid "Sets the node to move toward and orient with." msgstr "" #: doc/classes/InterpolatedCamera.xml -#, fuzzy msgid "" "If [code]true[/code], and a target is set, the camera will move " "automatically." -msgstr "Si [code]true[/code], la lecture commence au chargement de la scène." +msgstr "" +"Si [code]true[/code], et que la cible est définie, la caméra se déplacera " +"automatiquement." #: doc/classes/InterpolatedCamera.xml msgid "" @@ -33511,6 +34632,8 @@ msgstr "" #: doc/classes/IP.xml msgid "Returns all the user's current IPv4 and IPv6 addresses as an array." msgstr "" +"Retourne les actuelles adresses IPv4 et IPv6 de l'utilisateur dans un " +"tableau." #: doc/classes/IP.xml msgid "" @@ -33674,12 +34797,16 @@ msgid "" "Returns the custom background color of the item specified by [code]idx[/" "code] index." msgstr "" +"Retourne la couleur d'arrière-plan personnalisée pour l'élément spécifié à " +"l'index [code]idx[/code]." #: doc/classes/ItemList.xml msgid "" "Returns the custom foreground color of the item specified by [code]idx[/" "code] index." msgstr "" +"Retourne la couleur d'avant-plan personnalisée pour l'élément spécifié à " +"l'index [code]idx[/code]." #: doc/classes/ItemList.xml msgid "Returns the icon associated with the specified index." @@ -34204,6 +35331,42 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] Only available in the HTML5 platform." msgstr "" +"JavaScriptObject est utilisé pour interagir avec les objets JavaScript " +"récupérés ou créés avec [method JavaScript.get_interface], [method " +"JavaScript.create_object], ou [method JavaScript.create_callback].\n" +"Exemple :\n" +"[codeblock]\n" +"extends Node\n" +"\n" +"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # " +"Cette référence doit être gardée\n" +"var console = JavaScript.get_interface(\"console\")\n" +"\n" +"func _init():\n" +" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # un nouveau " +"ArrayBuffer(10)\n" +" print(buf) # affiche [JavaScriptObject:OBJECT_ID]\n" +" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # un " +"nouveau Uint8Array(buf)\n" +" uint8arr[1] = 255\n" +" prints(uint8arr[1], uint8arr.byteLength) # affiche 255 10\n" +" console.log(uint8arr) # affiche dans la console du navigateur " +"\"Uint8Array(10) [ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n" +"\n" +" # Équivalent au code JavaScript: Array.from(uint8arr)." +"forEach(myCallback)\n" +" JavaScript.get_interface(\"Array\").from(uint8arr)." +"forEach(_my_js_callback)\n" +"\n" +"func myCallback(args):\n" +" # Sera appelé avec les paramètres passée à la fonction \"forEach\"\n" +" # [0, 0, [JavaScriptObject:1173]]\n" +" # [255, 1, [JavaScriptObject:1173]]\n" +" # ...\n" +" # [0, 9, [JavaScriptObject:1180]]\n" +" print(args)\n" +"[/codeblock]\n" +"[b]Note :[/b] Uniquement disponible pour la plateforme HTML5." #: doc/classes/JNISingleton.xml msgid "" @@ -34251,11 +35414,11 @@ msgstr "" #: doc/classes/Joint.xml msgid "The node attached to the first side (A) of the joint." -msgstr "" +msgstr "Le nœud attaché à la première extrémité (A) du joint." #: doc/classes/Joint.xml msgid "The node attached to the second side (B) of the joint." -msgstr "" +msgstr "Le nœud attaché à la seconde extrémité (B) du joint." #: doc/classes/Joint.xml msgid "" @@ -34285,6 +35448,8 @@ msgstr "" msgid "" "If [code]true[/code], [member node_a] and [member node_b] can not collide." msgstr "" +"Si [code]true[/code], les nœuds [member node_a] et [member node_b] ne peut " +"pas entrer en collision." #: doc/classes/Joint2D.xml msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." @@ -34472,6 +35637,11 @@ msgid "" "- [code]result[/code]: The return value of the function which was called.\n" "- [code]id[/code]: The ID of the request this response is targeted to." msgstr "" +"Quand un serveur a reçu et traité une requête, il est attendu qu'il envoie " +"une réponse. Si vous ne voulez pas de réponse alors vous devez envoyer une " +"Notification à la place.\n" +"- [code]result[/code] : Le résultat de la fonction appelée.\n" +"- [code]id[/code] : L'identifiant de la requête que cette réponse cible." #: doc/classes/JSONRPC.xml msgid "" @@ -35731,6 +36901,8 @@ msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." msgstr "" +"Contrôle le style du dernier point de la ligne. Utilisez une des constantes " +"de [enum LineCapMode]." #: doc/classes/Line2D.xml msgid "" @@ -35862,12 +37034,44 @@ msgid "" "- Command + Right arrow: Like the End key, move the cursor to the end of the " "line" msgstr "" +"LineEdit fournit une éditeur de texte sur une ligne, utilisé pour les champs " +"de texte.\n" +"Il propose de nombreux raccourcis qui sont toujours disponibles ([code]Ctrl[/" +"code] ici correspond à [code]Commande[/code] sous macOS) :\n" +"- Ctrl + C : Copier\n" +"- Ctrl + X : Couper\n" +"- Ctrl + V ou Ctrl + Y : Coller\n" +"- Ctrl + Z : Annuler\n" +"- Ctrl + Màj + Z : Refaire\n" +"- Ctrl + U : Supprimer le texte du curseur jusqu'au début de la ligne\n" +"- Ctrl + K : Supprimer le texte du curseur jusqu'à la fin de la ligne\n" +"- Ctrl + A : Sélectionner tout le texte\n" +"- Flèche haut/bas : Déplace le curseur au début/fin de la ligne\n" +"Sous macOS, d'autres raccourcis sont disponibles :\n" +"- Ctrl + F : Comme avec la flèche droite, déplace le curseur d'un caractère " +"vers la droite\n" +"- Ctrl + B : Comme avec la flèche gauche, déplace le curseur d'un caractère " +"vers la gauche\n" +"- Ctrl + P : Comme avec la flèche du haut, déplace le curseur à la ligne " +"précédente\n" +"- Ctrl + N : Comme avec la flèche du bas, déplace le curseur à la ligne " +"suivante\n" +"- Ctrl + D : Comme la touche Supprimer, supprime le caractère à droite du " +"curseur\n" +"- Ctrl + H : Comme la touche Backspace, supprime le caractère à gauche du " +"curseur\n" +"- Commande + Flèche gauche : Comme la touche Home, déplacer le curseur au " +"début de la ligne\n" +"- Commande + Flèche droite : Comme la touche Fin, déplacer le curseur au " +"début de la ligne" #: doc/classes/LineEdit.xml msgid "" "Adds [code]text[/code] after the cursor. If the resulting value is longer " "than [member max_length], nothing happens." msgstr "" +"Ajoute [code]text[/code] après le curseur. Si le résultat est plus long que " +"[member max_length], rien ne se passe." #: doc/classes/LineEdit.xml msgid "Erases the [LineEdit]'s [member text]." @@ -36060,6 +37264,8 @@ msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "" +"Si [code]false[/code], il n'est pas possible de sélectionner le texte avec " +"la souris ou le clavier." #: doc/classes/LineEdit.xml msgid "If [code]false[/code], using shortcuts will be disabled." @@ -36167,6 +37373,8 @@ msgstr "Couleur de police par défaut." #: doc/classes/LineEdit.xml msgid "Font color for selected text (inside the selection rectangle)." msgstr "" +"La couleur de la police du texte sélectionné (à l'intérieur du rectangle de " +"sélection)." #: doc/classes/LineEdit.xml msgid "Font color when editing is disabled." @@ -36343,6 +37551,8 @@ msgid "" "Disables the [Listener2D]. If it's not set as current, this method will have " "no effect." msgstr "" +"Désactive le [Listener2D]. S'il n'était pas déjà l'actuel, cette méthode " +"n'aura aucun effet." #: doc/classes/Listener2D.xml msgid "Returns [code]true[/code] if this [Listener2D] is currently active." @@ -36359,7 +37569,7 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "Abstract base class for the game's main loop." -msgstr "" +msgstr "La classe abstraite de base pour la boucle principale du jeu." #: doc/classes/MainLoop.xml msgid "" @@ -36406,6 +37616,50 @@ msgid "" " print(\" Keys typed: %s\" % var2str(keys_typed))\n" "[/codeblock]" msgstr "" +"[MainLoop] une classe abstraite de base pour la boucle de jeu d'un projet " +"Godot. C'est hérité par [SceneTree], qui est l'implémentation de boucle de " +"jeu par défaut dans les projets Godot, mais il est possible d'écrire sa " +"propre boucle en utilisant une sous-classe de [MainLoop] plutôt que celle " +"par défaut.\n" +"Au lancement de l'application, une implémentation d'une [MainLoop] doit être " +"fournieà au système d'exploitation ; sinon, l'application quittera. Elle est " +"fournie automatiquement (un [SceneTree] est créé) sauf si un [Script] " +"principal est fourni depuis les lignes de commande (avec [code]godot -s " +"my_loop.gd[/code], qui doit alors contenir l'implémentation d'une " +"[MainLoop].\n" +"Voici un exemple de script implémentant une simple [MainLoop]:\n" +"[codeblock]\n" +"extends MainLoop\n" +"\n" +"var time_elapsed = 0\n" +"var keys_typed = []\n" +"var quit = false\n" +"\n" +"func _initialize():\n" +" print(\"Initialisé :\")\n" +" print(\" Time de début : %s\" % str(time_elapsed))\n" +"\n" +"func _idle(delta):\n" +" time_elapsed += delta\n" +" # Retourner \"true\" pour quitter la boucle.\n" +" return quit\n" +"\n" +"func _input_event(event):\n" +" # Enregistrer les touches.\n" +" if event is InputEventKey and event.pressed and !event.echo:\n" +" keys_typed.append(OS.get_scancode_string(event.scancode))\n" +" # Quitter quand Échap appuyé.\n" +" if event.scancode == KEY_ESCAPE:\n" +" quit = true\n" +" # Quitter au premier clic de la souris.\n" +" if event is InputEventMouseButton:\n" +" quit = true\n" +"\n" +"func _finalize():\n" +" print(\"Terminé :\")\n" +" print(\" Temps final : %s\" % str(time_elapsed))\n" +" print(\" Touches pressés : %s\" % var2str(keys_typed))\n" +"[/codeblock]" #: doc/classes/MainLoop.xml msgid "" @@ -36423,6 +37677,8 @@ msgid "" "Called when the user performs an action in the system global menu (e.g. the " "Mac OS menu bar)." msgstr "" +"Appelé quand un utilisateur fait une action depuis le menu global du système " +"(par ex. la barre de menu de macOS)." #: doc/classes/MainLoop.xml msgid "" @@ -36480,12 +37736,16 @@ msgid "" "Should not be called manually, override [method _input_event] instead. Will " "be removed in Godot 4.0." msgstr "" +"Ne devrait pas être appelé manuellement, surchargez plutôt [method " +"_input_event]. Sera supprimé dans Godot 4.0." #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_text] instead. Will " "be removed in Godot 4.0." msgstr "" +"Ne devrait pas être appelé manuellement, surchargez plutôt [method " +"_input_text]. Sera supprimé dans Godot 4.0." #: doc/classes/MainLoop.xml msgid "" @@ -36694,6 +37954,8 @@ msgstr "" msgid "" "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]." msgstr "" +"Retourne une chaine de caractères codée en Base64 de la chaine UTF-8 " +"[code]utf8_str[/code] donnée." #: doc/classes/Marshalls.xml msgid "" @@ -36705,6 +37967,8 @@ msgstr "" #: doc/classes/Material.xml msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "" +"La [Resource] abstraite de base pour la coloration et le rendu des " +"géométries." #: doc/classes/Material.xml msgid "" @@ -37445,7 +38709,7 @@ msgstr "Le [NodePath] vers le [Skeleton] associé à cette instance." #: doc/classes/MeshInstance.xml msgid "Sets the skin to be used by this instance." -msgstr "" +msgstr "Définit la peau à utiliser pour cette instance." #: doc/classes/MeshInstance.xml msgid "" @@ -37540,6 +38804,7 @@ msgstr "Retourne le maillage de navigation de l'élément." #: doc/classes/MeshLibrary.xml msgid "Returns the transform applied to the item's navigation mesh." msgstr "" +"Retourne la transformation appliquée au maillage de navigation de l'élément." #: doc/classes/MeshLibrary.xml msgid "" @@ -37587,6 +38852,7 @@ msgstr "Définit le maillage de navigation de l'élément." #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's navigation mesh." msgstr "" +"Définit la transformation appliquée au maillage de navigation de l'élément." #: doc/classes/MeshLibrary.xml msgid "Sets a texture to use as the item's preview icon in the editor." @@ -37621,6 +38887,8 @@ msgstr "Définit la taille de l'image, nécessaire pour garder une référence." #: doc/classes/MeshTexture.xml msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" +"Définit le maillage à utiliser pour l'affichage. Doit être un maillage avec " +"des sommets en 2D." #: doc/classes/MethodTweener.xml msgid "" @@ -37643,14 +38911,16 @@ msgid "" "Sets the time in seconds after which the [MethodTweener] will start " "interpolating. By default there's no delay." msgstr "" +"Définit le délai en secondes avant que le [MethodTweener] commence son " +"interpolation. Par défaut, il n'y a pas de délai." -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -37855,6 +39125,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "" +"Le format de la transformation utilisée pour le transformation du maillage, " +"soit en 2D ou en 3D." #: doc/classes/MultiMesh.xml msgid "" @@ -37946,6 +39218,9 @@ msgid "" "resource in 2D.\n" "Usage is the same as [MultiMeshInstance]." msgstr "" +"Le [MultiMeshInstance2D] est un nœud spécialisé pour instancier une " +"ressource [MultiMesh] en 2D.\n" +"L'utilisation est le même que [MultiMeshInstance]." #: doc/classes/MultiMeshInstance2D.xml msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." @@ -38390,6 +39665,12 @@ msgid "Creates the agent." msgstr "Crée un agent." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: 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." @@ -38457,6 +39738,12 @@ msgid "Create a new map." msgstr "Crée une nouvelle carte." #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "Retourne la taille des cellules de la carte." @@ -38485,6 +39772,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "Renvoie le traqueur de position à l'identification donnée." #: 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 "" + +#: 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." @@ -38508,6 +39801,12 @@ msgid "Creates a new region." msgstr "Crée une nouvelle région." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Retourne la hauteur du contenu." @@ -38556,11 +39855,10 @@ msgid "Returns the path from start to finish in global coordinates." msgstr "Le point de collision, dans les coordonnées globales." #: doc/classes/NavigationAgent.xml -#, fuzzy msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector3Array]." -msgstr "Retourne le cache de points sous forme de [PackedVector3Array]." +msgstr "Retourne le cache de points sous forme de [PoolVector3Array]." #: doc/classes/NavigationAgent.xml msgid "" @@ -38700,7 +39998,7 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "2D agent used in navigation for collision avoidance." -msgstr "" +msgstr "Un agent 2D utilisé en navigation pour éviter les collisions." #: doc/classes/NavigationAgent2D.xml msgid "" @@ -38713,11 +40011,10 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent2D.xml -#, fuzzy msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector2Array]." -msgstr "Retourne le cache de points sous forme de [PackedVector3Array]." +msgstr "Retourne le cache de points sous forme de [PoolVector2Array]." #: doc/classes/NavigationAgent2D.xml msgid "" @@ -38759,6 +40056,7 @@ msgstr "" msgid "" "Clears the array of polygons, but it doesn't clear the array of vertices." msgstr "" +"Efface le tableau de polygones, mais n'efface pas le tableau de sommets." #: doc/classes/NavigationMesh.xml msgid "" @@ -38778,6 +40076,8 @@ msgid "" "Returns a [PoolIntArray] containing the indices of the vertices of a created " "polygon." msgstr "" +"Retourne un [PoolIntArray] contenant les indices des sommets du polygone " +"créé." #: doc/classes/NavigationMesh.xml #, fuzzy @@ -38789,6 +40089,8 @@ msgid "" "Returns a [PoolVector3Array] containing all the vertices being used to " "create the polygons." msgstr "" +"Retourne un [PoolVector3Array] contenant les indices des sommets du polygone " +"créé." #: doc/classes/NavigationMesh.xml msgid "" @@ -39001,18 +40303,59 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Représente la taille de l'énumération [enum SourceGeometryMode]." #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." -msgstr "Efface le maillage de navigation." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." +msgstr "" + +#: 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]." #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." @@ -39032,7 +40375,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -39045,7 +40391,7 @@ msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." -msgstr "" +msgstr "Détermine si le [NavigationMeshInstance] est actif ou non." #: doc/classes/NavigationMeshInstance.xml msgid "The [NavigationMesh] resource to use." @@ -39062,7 +40408,7 @@ msgstr "Avertit quand le [NavigationMesh] a changé." #: doc/classes/NavigationObstacle.xml msgid "3D obstacle used in navigation for collision avoidance." -msgstr "" +msgstr "Un obstacle 3D utilisé en navigation pour éviter les collisions." #: doc/classes/NavigationObstacle.xml msgid "" @@ -39079,6 +40425,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Retourne le [RID] de la énième forme d'une zone." + +#: doc/classes/NavigationObstacle.xml 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." @@ -39098,7 +40449,7 @@ msgstr "" #: doc/classes/NavigationObstacle2D.xml msgid "2D obstacle used in navigation for collision avoidance." -msgstr "" +msgstr "Un obstacle 2D utilisé en navigation pour éviter les collisions." #: doc/classes/NavigationObstacle2D.xml msgid "" @@ -39115,6 +40466,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Retourne le [RID] de la énième forme d'une zone." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -39266,6 +40622,8 @@ msgstr "Renvoie l'inverse de la racine carrée du paramètre." msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "" +"Retourne le point le plus proche de la surface de la navigation et du " +"segment." #: doc/classes/NavigationServer.xml msgid "" @@ -39555,6 +40913,8 @@ msgstr "Compression [url=https://facebook.github.io/zstd/]Zstandard[/url]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A high-level network interface to simplify multiplayer interactions." msgstr "" +"Une interface réseau haut-niveau pour simplifier les interactions " +"multijoueurs." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" @@ -39583,6 +40943,8 @@ msgid "" "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent " "packet." msgstr "" +"Retourne l'identifiant du [NetworkedMultiplayerPeer] qui a envoyé le plus " +"récent paquet." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Returns the ID of this [NetworkedMultiplayerPeer]." @@ -39678,6 +41040,7 @@ msgstr "La tentative de connexion a réussi." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server and then redistributed to other peers." msgstr "" +"Les paquets sont envoyés au serveur puis redistribués aux autres pairs." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server alone." @@ -40350,6 +41713,8 @@ msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock." msgstr "" +"Retourne [code]true[/code] si le nœud est réduit (la descendance est " +"masquée) dans le dock de la scène." #: doc/classes/Node.xml msgid "" @@ -40377,7 +41742,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -40385,8 +41750,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -40428,6 +41793,8 @@ msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" +"Retourne [code]true[/code] si le nœud est en train de gérer les entrées non " +"traitées (voir [method set_process_unhandled_input])." #: doc/classes/Node.xml msgid "" @@ -40618,6 +41985,8 @@ msgid "" "Sends a [method rpc] using an unreliable protocol. Returns an empty " "[Variant]." msgstr "" +"Envoie un [method rpc] en utilisant un protocole non fiable. Retourne un " +"[Variant] vide." #: doc/classes/Node.xml msgid "" @@ -40680,14 +42049,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -40817,6 +42178,17 @@ msgstr "" #: doc/classes/Node.xml msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "" +"Le mode de pause. La façon dont le nœud se comportera quand le [SceneTree] " +"est en pause." + +#: doc/classes/Node.xml +msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" #: doc/classes/Node.xml msgid "" @@ -40981,6 +42353,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "Dupliquer les signaux du nœud." @@ -41338,7 +42728,7 @@ msgstr "Hauteur de la texture générée." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "The [OpenSimplexNoise] instance used to generate the noise." -msgstr "" +msgstr "L'instance [OpenSimplexNoise] utilisée pour générer le bruit." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" @@ -41401,6 +42791,43 @@ msgid "" "code]. This bug only applies to Object itself, not any of its descendents " "like [Reference]." msgstr "" +"Chaque classe qui n'est pas intégrée hérite de cette classe.\n" +"Vous pouvez construire des Objects depuis les langages de script, avec " +"[code]Object.new()[/code] dans GDScript, [code]new Object[/code] dans C#, ou " +"le nœud \"Construire un Objet\" dans VisualScript.\n" +"Les objets ne gère pas la mémoire. Si une classe hérite de Object, vous " +"devez manuellement supprimer les instances quand elles ne sont plus " +"utilisées. Pour cela, appelez la méthode [method free] depuis votre script " +"ou supprimez l'instance en C++.\n" +"Certaines classes qui hérite de Object ajoute la gestion de la mémoire. " +"C'est le cas de [Reference], qui contient un compteur de références et se " +"supprime automatiquement quand il n'est pas référencé. [Node], un autre type " +"fondamental, supprime tous ces enfants quand il est libéré de la mémoire.\n" +"Les objet exportent des propriétés, qui sont principalement utilisées pour " +"enregistrement et les modifications, mais pas tant que ça en programmation. " +"Les propriétés sont exportées dans [method _get_property_list] et gérées " +"dans [method _get] et [method _set]. Par contre, les langages de script et C+" +"+ ont un système plus simple pour les exporter.\n" +"L'existence de propriétés peut être directement vérifié dans GDScript avec " +"[code]in[/code]:\n" +"[codeblock]\n" +"var n = Node2D.new()\n" +"print(\"position\" in n) # Affiche \"True\".\n" +"print(\"other_property\" in n) # Affiche \"False\".\n" +"[/codeblock]\n" +"L'opérateur [code]in[/code] sera évalué à [code]true[/code] aussi longtemps " +"que la clé existe, même si sa valeur est [code]null[/code].\n" +"Les objets reçoivent aussi des notifications. Les notifications sont " +"simplement un moyen de notifier à l'objet différents événements, pour qu'ils " +"soient tous traités ensemble. Voir [method _notification].\n" +"[b]Note :[/b] Contrairement aux références aux [Reference], les références " +"aux Object sont stockés dans une variable qui peut devenir invalide sans " +"prévenir. Pour cela, il est recommandé d'utiliser [Reference] pour les " +"classe de données plutôt que [Object].\n" +"[b]Note :[/b] À cause d'un bug, il n'est pas possible de créer un objet avec " +"[code]Object.new()[/code]. Plutôt, utilisez [code]ClassDB." +"instance(\"Object\")[/code]. Ce bug ne s'applique qu'aux Object, et non à sa " +"descendance comme les [Reference]." #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml msgid "When and how to avoid using nodes for everything" @@ -41408,7 +42835,7 @@ msgstr "Quand et comment éviter d'utiliser des nœuds pour tout" #: doc/classes/Object.xml msgid "Advanced exports using _get_property_list()" -msgstr "" +msgstr "Exports avancés avec _get_property_list()" #: doc/classes/Object.xml msgid "" @@ -41640,13 +43067,12 @@ msgid "" msgstr "" #: doc/classes/Object.xml -#, fuzzy msgid "Returns the object's metadata as a [PoolStringArray]." -msgstr "Retourne le cache d’inclinaisons en tant que [PackedFloat32Array]." +msgstr "Retourne les métadonnées de l'objet en tant que [PoolStringArray]." #: doc/classes/Object.xml msgid "Returns the object's methods and their signatures as an [Array]." -msgstr "" +msgstr "Retourne les méthodes et leur signature de l'objet dans un [Array]." #: doc/classes/Object.xml msgid "" @@ -42140,14 +43566,17 @@ msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 2D noise value [code][-1,1][/code] at the given position." msgstr "" +"Retourne la valeur du bruit 2D [code][-1,1][/code] à la position donnée." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 3D noise value [code][-1,1][/code] at the given position." msgstr "" +"Retourne la valeur du bruit 3D [code][-1,1][/code] à la position donnée." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 4D noise value [code][-1,1][/code] at the given position." msgstr "" +"Retourne la valeur du bruit 4D [code][-1,1][/code] à la position donnée." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" @@ -42192,7 +43621,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "Button control that provides selectable options when pressed." -msgstr "" +msgstr "Un bouton qui propose des options à sélectionner quand appuyé." #: doc/classes/OptionButton.xml msgid "" @@ -42249,6 +43678,9 @@ msgid "" "Retrieves the metadata of an item. Metadata may be any type and can be used " "to store extra information about an item, such as an external string ID." msgstr "" +"Retourne les méta-données d'un élément. Les méta-données peuvent être de " +"n'importe quel type et peuvent être utilisées pour enregistrer des " +"informations additionnelles sur un élément, comme un identifiant externe." #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the text of the item at index [code]idx[/code]." @@ -42260,10 +43692,13 @@ 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]." #: doc/classes/OptionButton.xml +#, fuzzy msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"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." #: doc/classes/OptionButton.xml msgid "" @@ -42285,7 +43720,8 @@ msgstr "Retire l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -42413,6 +43849,11 @@ msgid "" "driver, date and time, timers, environment variables, execution of binaries, " "command line, etc." msgstr "" +"Les fonction du système d'exploitation. OS fournit les fonctionnalités les " +"plus courantes pour communiquer avec le système hôte, comme l'accès au " +"presse-papiers, le pilote vidéo, la date et l'heure, les minuteurs, les " +"variables d'environnement, l'exécution de programmes, les lignes de " +"commandes, etc." #: doc/classes/OS.xml msgid "" @@ -42895,6 +44336,9 @@ msgid "" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" +"Retourne la position de l'écran spécifié par son index. Si [code]screen[/" +"code] est [code]-1[/code] (la valeur par défaut), l'écran actuel sera " +"utilisé." #: doc/classes/OS.xml msgid "" @@ -42929,16 +44373,21 @@ msgid "" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" +"Retourne la dimension en pixel de l'écran spécifié. Si [code]screen[/code] " +"est [code]-1[/code] (la valeur par défaut), l'écran actuel sera utilisé." #: doc/classes/OS.xml msgid "" "Returns the amount of time in milliseconds it took for the boot logo to " "appear." msgstr "" +"Retourne le temps en millisecondes avant que le logo au lancement apparaisse." #: doc/classes/OS.xml msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" +"Retourne la quantité maximal de la mémoire statique utilisée (ne fonctionne " +"qu'en débogage)." #: doc/classes/OS.xml msgid "" @@ -42960,12 +44409,12 @@ msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns the epoch time of the operating system in milliseconds." -msgstr "Retourne la position du point à l'index [code]point[/code]." +msgstr "Retourne le temps epoch du système d'exploitation en millisecondes." #: doc/classes/OS.xml #, fuzzy msgid "Returns the epoch time of the operating system in seconds." -msgstr "Retourne la position du point à l'index [code]point[/code]." +msgstr "Retourne le temps epoch du système d'exploitation en secondes." #: doc/classes/OS.xml msgid "" @@ -43645,7 +45094,7 @@ msgstr "" #: doc/classes/OS.xml msgid "The size of the window (without counting window manager decorations)." -msgstr "" +msgstr "La taille de la fenêtre (sans compter ses décorations en haut)." #: doc/classes/OS.xml msgid "" @@ -43749,6 +45198,8 @@ msgid "" "Display handle:\n" "- Linux: [code]X11::Display*[/code] for the display" msgstr "" +"Gestion de l'affichage :\n" +"- Linux : [code]X11::Display*[/code] pour l'écran" #: doc/classes/OS.xml msgid "" @@ -43809,10 +45260,12 @@ msgstr "Inverser l'orientation de l'écran en mode portrait." #: doc/classes/OS.xml msgid "Uses landscape or reverse landscape based on the hardware sensor." msgstr "" +"Utilise le mode paysage ou paysage inversé suivant le capteur matériel." #: doc/classes/OS.xml msgid "Uses portrait or reverse portrait based on the hardware sensor." msgstr "" +"Utilise le mode portrait ou portrait inversé suivant le capteur matériel." #: doc/classes/OS.xml msgid "Uses most suitable orientation based on the hardware sensor." @@ -43923,6 +45376,52 @@ msgid "" " push_error(\"An error occurred while saving the scene to disk.\")\n" "[/codeblock]" msgstr "" +"Une interface simplifiée pour un fichier de scène. Fournit l'accès aux " +"opérations et vérifications que peuvent être faites sur la ressource de " +"scène elle-même.\n" +"Peut être utilisé pour enregistrer un nœud dans un fichier. à " +"l'enregistrement, le nœud tout comme tous les nœuds dont il est propriétaire " +"sont enregistrés dans le fichier (voir la propriété [code]owner[/code] de " +"[Node]).\n" +"[b]Note :[/b] Le nœud n'a pas besoin d'être son propre propriétaire.\n" +"[b]Exemple de chargement d'une scène enregistrée :[/b]\n" +"[codeblock]\n" +"# Utiliser `load()` plutôt que `preload()` si le chemin n'est pas connu à la " +"compilation.\n" +"var scene = preload(\"res://scene.tscn\").instance()\n" +"# Ajouter un nœud comme enfant du nœud auquel le script est attaché.\n" +"add_child(scene)\n" +"[/codeblock]\n" +"[b]Exemple d'enregistrement d'un nœud avec différents propriétaires :[/b] 3 " +"objets sont crées : [code]Node2D[/code] ([code]node[/code]), " +"[code]RigidBody2D[/code] ([code]rigid[/code]) et [code]CollisionObject2D[/" +"code] ([code]collision[/code]). [code]collision[/code] est un enfant de " +"[code]rigid[/code] qui est un enfant de [code]node[/code]. Seul [code]rigid[/" +"code] est la propriété de [code]node[/code] et [code]pack[/code] " +"n'enregistrera alors que ces deux nœuds, mais pas [code]collision[/code].\n" +"[codeblock]\n" +"# Créer les objets.\n" +"var node = Node2D.new()\n" +"var rigid = RigidBody2D.new()\n" +"var collision = CollisionShape2D.new()\n" +"\n" +"# Créer la hiérarchie des objets.\n" +"rigid.add_child(collision)\n" +"node.add_child(rigid)\n" +"\n" +"# Changer le propriétaire de `rigid`, mais pas de `collision`.\n" +"rigid.owner = node\n" +"\n" +"var scene = PackedScene.new()\n" +"# Seulement `node` and `rigid` sont dans le paquet.\n" +"var result = scene.pack(node)\n" +"if result == OK:\n" +" var error = ResourceSaver.save(\"res://chemin/nom.scn\", scene) # Ou " +"\"user://...\"\n" +" if error != OK:\n" +" push_error(\"Une erreur est survenue à l'enregistrement de cette " +"scène sur le disque.\")\n" +"[/codeblock]" #: doc/classes/PackedScene.xml msgid "Returns [code]true[/code] if the scene file has nodes." @@ -44016,6 +45515,8 @@ msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" +"Retourne un état d'erreur du dernier paquet reçu (via [method get_packet] et " +"[method get_var])." #: doc/classes/PacketPeer.xml #, fuzzy @@ -44133,10 +45634,13 @@ msgstr "" msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." msgstr "" +"Un status représentant un [PacketPeerDTLS] qui est connecté à un pair " +"distant." #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "" +"Un status représentant un [PacketPeerDTLS] dans un état d'erreur générique." #: doc/classes/PacketPeerDTLS.xml msgid "" @@ -44146,7 +45650,7 @@ msgstr "" #: doc/classes/PacketPeerStream.xml msgid "Wrapper to use a PacketPeer over a StreamPeer." -msgstr "" +msgstr "Une encapsulation pour utiliser un PacketPeer dans une StreamPeer." #: doc/classes/PacketPeerStream.xml msgid "" @@ -44295,7 +45799,7 @@ msgstr "Démo 2D de machine à états finis" #: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml msgid "3D Inverse Kinematics Demo" -msgstr "" +msgstr "Démo de cinématique inverse en 3D" #: doc/classes/Panel.xml msgid "The style of this [Panel]." @@ -44317,7 +45821,7 @@ msgstr "Le style de l'arrière-plan de [PanelContainer]." #: doc/classes/PanoramaSky.xml msgid "A type of [Sky] used to draw a background texture." -msgstr "" +msgstr "Un type de [Sky] utilisé pour afficher la texture d'arrière-plan." #: doc/classes/PanoramaSky.xml msgid "" @@ -44353,6 +45857,7 @@ msgstr "" #: doc/classes/ParallaxBackground.xml msgid "The base position offset for all [ParallaxLayer] children." msgstr "" +"Le décalage de la position de base pour tous les enfants du [ParallaxLayer]." #: doc/classes/ParallaxBackground.xml msgid "The base motion scale for all [ParallaxLayer] children." @@ -44656,6 +46161,7 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "" +"La rotation de chaque particule sera animé suivant cette [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" @@ -44669,14 +46175,20 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's angular velocity will vary along this [CurveTexture]." msgstr "" +"La vitesse de rotation de chaque particule variera suivant cette " +"[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "" +"La position de l'animation de chaque particule variera suivant cette " +"[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation speed will vary along this [CurveTexture]." msgstr "" +"La vitesse d'animation de chaque particule variera suivant cette " +"[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" @@ -44695,6 +46207,8 @@ msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" +"La taille de la boite si [code]emission_shape[/code] est à [constant " +"EMISSION_SHAPE_BOX]." #: doc/classes/ParticlesMaterial.xml msgid "" @@ -44778,6 +46292,7 @@ msgstr "La teinte de chaque particule variera suivant cette [CurveTexture]." msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" +"La vitesse linéaire de chaque particule variera suivant cette [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" @@ -45040,9 +46555,8 @@ msgid "Forbids the PathFollow to rotate." msgstr "Interdit au PathFollow de pivoter pour suivre le chemin." #: doc/classes/PathFollow.xml -#, fuzzy msgid "Allows the PathFollow to rotate in the Y axis only." -msgstr "Interdit au PathFollow3D de tourner." +msgstr "Autorise le PathFollow à ne pivoter que selon l'axe Y." #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in both the X, and Y axes." @@ -45113,7 +46627,7 @@ msgstr "" #: doc/classes/PCKPacker.xml msgid "Creates packages that can be loaded into a running project." -msgstr "" +msgstr "Crée des paquets qui peuvent être chargés dans un projet lancé." #: doc/classes/PCKPacker.xml msgid "" @@ -45148,6 +46662,9 @@ msgid "" "code] file extension isn't added automatically, so it should be part of " "[code]pck_name[/code] (even though it's not required)." msgstr "" +"Crée un nouveau fichier PCK nommé [code]pck_name[/code]. L'extension de " +"fichier [code].pck[/code] n'est pas ajoutée automatiquement, dont elle doit " +"être présente dans [code]pck_name[/code] (mais ça n'est pas indispensable)." #: doc/classes/Performance.xml msgid "Exposes performance-related data." @@ -45300,7 +46817,7 @@ msgstr "Le nombre de nœuds [RigidBody2D] actifs dans le jeu." #: doc/classes/Performance.xml msgid "Number of collision pairs in the 2D physics engine." -msgstr "" +msgstr "Le nombre de paires de collision dans le moteur physique 2D." #: doc/classes/Performance.xml msgid "Number of islands in the 2D physics engine." @@ -45308,7 +46825,7 @@ msgstr "Le nombre d'îles dans le moteur physique 2D." #: doc/classes/Performance.xml msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game." -msgstr "Le nombre de nœuds [RigidBody] et [VehicleBody] dans le jeu." +msgstr "Le nombre de nœuds [RigidBody] et [VehicleBody] actifs dans le jeu." #: doc/classes/Performance.xml msgid "Number of collision pairs in the 3D physics engine." @@ -45456,7 +46973,7 @@ msgstr "Retourne la position locale au point de contact." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local shape index of the collision." -msgstr "" +msgstr "Retourne l'index de la forme locale de la collision." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml @@ -45800,7 +47317,7 @@ msgstr "Désactive une forme donnée dans une zone." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area shape." -msgstr "" +msgstr "Définit la matrice de transformation pour la forme de l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the area." @@ -45866,6 +47383,8 @@ msgid "" "Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/" "code] if the body is destroyed or removed from the physics space." msgstr "" +"Retourne le [Physics2DDirectBodyState] du corps. Retourne [code]null[/code] " +"si le corps est détruit ou retiré de l'espace physique." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -45899,7 +47418,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix of a body shape." -msgstr "" +msgstr "Retourne la matrice de transformation pour la forme du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the space assigned to a body." @@ -45972,18 +47491,24 @@ msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" +"Définit quand un corps utilise sa propre fonction pour calculer sa physique " +"(voir [method body_set_force_integration_callback])." #: doc/classes/Physics2DServer.xml msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." msgstr "" +"Définit un paramètre du corps. Voir [enum BodyParameter] pour la liste des " +"paramètres disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" +"Remplace la forme du corps par une autre. L'ancienne forme est choisie par " +"son index, et la nouvelle par son [RID]." #: doc/classes/Physics2DServer.xml msgid "" @@ -46079,6 +47604,8 @@ msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." msgstr "" +"Définit un paramètre du joint. Voir [enum JointParam] pour la liste des " +"paramètres disponibles." #: doc/classes/Physics2DServer.xml msgid "" @@ -46145,6 +47672,8 @@ msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." msgstr "" +"Définit la valeur pour le paramètre d'espace. Voir [enum SpaceParameter] " +"pour la liste des paramètres possibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -46250,11 +47779,11 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity strength in an area." -msgstr "" +msgstr "La constante pour définir/obtenir la force de gravité de l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity vector/center in an area." -msgstr "" +msgstr "La constante pour définir/obtenir le centre de gravité de l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -46367,10 +47896,14 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's linear dampening factor." msgstr "" +"La constante pour définir/obtenir la facteur d'amortissement linéaire du " +"corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's angular dampening factor." msgstr "" +"La constante pour définir/obtenir la facteur d'amortissement de rotation du " +"corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum BodyParameter] enum." @@ -46379,6 +47912,8 @@ msgstr "Représente la taille de l'énumération [enum BodyParameter]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current transform matrix of the body." msgstr "" +"La constante pour définir/obtenir la matrice de transformation actuelle du " +"corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current linear velocity of the body." @@ -46515,7 +48050,7 @@ msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "The list of objects or object [RID]s that will be excluded from collisions." -msgstr "" +msgstr "La liste des objets ou [RID] d'objets qui sont exclus des collisions." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml @@ -46529,7 +48064,7 @@ msgstr "Le mouvement de la forme qui a été demandée." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's [RID]. See also [method set_shape]." -msgstr "" +msgstr "Le [RID] de la forme demandée. Voir aussi [method set_shape]." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml @@ -46774,6 +48309,8 @@ msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" +"Le facteur de rebondissement du corps. L'intervalle est de [code]0[/code] " +"(aucun rebondissement) à [code]1[/code] (rebondissement maximal)." #: doc/classes/PhysicsMaterial.xml msgid "" @@ -46859,6 +48396,8 @@ msgid "" "Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] " "if the body is destroyed or removed from the physics space." msgstr "" +"Retourne le [PhysicsDirectBodyState] du corps. Retourne [code]null[/code] si " +"le corps est détruit ou retiré de l'espace physique." #: doc/classes/PhysicsServer.xml msgid "" @@ -47179,11 +48718,11 @@ msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution inside the slider limits." -msgstr "" +msgstr "La quantité de restitution dans les limites du glisseur." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping inside the slider limits." -msgstr "" +msgstr "La quantité d'amortissement dans les limites du glisseur." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "A factor applied to the movement across axes orthogonal to the slider." @@ -47226,11 +48765,11 @@ msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution of the rotation in the limits." -msgstr "" +msgstr "La quantité de restitution de la rotation dans les limites." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping of the rotation in the limits." -msgstr "" +msgstr "La quantité d'amortissement de la rotation dans les limites." #: doc/classes/PhysicsServer.xml msgid "" @@ -47453,7 +48992,7 @@ msgstr "" #: doc/classes/Plane.xml msgid "Creates a plane from the normal and the plane's distance to the origin." -msgstr "" +msgstr "Crée un plan à partir d'une normale et de sa distance à l'origine." #: doc/classes/Plane.xml msgid "Returns the center of the plane." @@ -47586,6 +49125,8 @@ msgstr "" #: doc/classes/PlaneMesh.xml msgid "Offset from the origin of the generated plane. Useful for particles." msgstr "" +"Le décalage par rapport à l'origine du plan généré. Utile pour les " +"particules." #: doc/classes/PlaneMesh.xml msgid "Size of the generated plane." @@ -47773,9 +49314,8 @@ msgid "" msgstr "" #: doc/classes/PoolByteArray.xml -#, fuzzy msgid "A pooled array of bytes." -msgstr "Un [Array] compacté d'octets." +msgstr "Un tableau compacté d'octets." #: doc/classes/PoolByteArray.xml msgid "" @@ -47783,6 +49323,9 @@ msgid "" "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" +"Un tableau spécialement prévu pour contenir des octets. Optimisé pour " +"l'usage mémoire, elle ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non pas référence." #: doc/classes/PoolByteArray.xml msgid "" @@ -47791,9 +49334,8 @@ msgid "" msgstr "" #: doc/classes/PoolByteArray.xml -#, fuzzy msgid "Appends a [PoolByteArray] at the end of this array." -msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau." +msgstr "Ajoute un [PoolByteArray] à la fin de ce tableau." #: doc/classes/PoolByteArray.xml msgid "" @@ -47853,6 +49395,17 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" +"Retourne [code]true[/code] si l'objet contient la [code]method[/code] donnée." + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -47872,7 +49425,7 @@ msgstr "" #: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml msgid "Appends an element at the end of the array." -msgstr "" +msgstr "Ajoute un élément à la fin du tableau." #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml @@ -47901,11 +49454,12 @@ msgid "" "new [PoolByteArray]. Any negative index is considered to be from the end of " "the array." msgstr "" +"Retourne une partie du [PoolByteArray] entre les indices (inclus) dans un " +"nouveau [PoolByteArray]. Chaque index négatif partira de la fin du tableau." #: doc/classes/PoolColorArray.xml -#, fuzzy msgid "A pooled array of [Color]." -msgstr "Un [Array] compacté de [Color]." +msgstr "Un tableau compacté de [Color]." #: doc/classes/PoolColorArray.xml msgid "" @@ -47913,6 +49467,9 @@ msgid "" "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" +"Un tableau spécialement prévu pour contenir des [Color]. Optimisé pour " +"l'usage mémoire, elle ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non pas référence." #: doc/classes/PoolColorArray.xml msgid "" @@ -47921,9 +49478,8 @@ msgid "" msgstr "" #: doc/classes/PoolColorArray.xml -#, fuzzy msgid "Appends a [PoolColorArray] at the end of this array." -msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau." +msgstr "Ajoute un [PoolColorArray] à la fin de ce tableau." #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml msgid "Appends a value to the array." @@ -47942,9 +49498,8 @@ msgid "Changes the [Color] at the given index." msgstr "Change la [Color] à la position donnée." #: doc/classes/PoolIntArray.xml -#, fuzzy msgid "A pooled array of integers ([int])." -msgstr "Un [Array] compacté d'entier ([int])." +msgstr "Un tableau compacté d'entiers ([int])." #: doc/classes/PoolIntArray.xml msgid "" @@ -47963,26 +49518,29 @@ msgid "" "Constructs a new [PoolIntArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" +"Construit un nouvel [PoolIntArray]. En option, il est possible de passer un " +"[Array] générique qui sera converti." #: doc/classes/PoolIntArray.xml -#, fuzzy msgid "Appends a [PoolIntArray] at the end of this array." -msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau." +msgstr "Ajoute un [PoolIntArray] à la fin de ce tableau." #: doc/classes/PoolIntArray.xml msgid "" "Inserts a new int at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" +"Insert un nouvel entier à la position donnée dans le tableau. Cette position " +"doit être valide, ou à la toute fin du tableau (soit [code]idx == size()[/" +"code])." #: doc/classes/PoolIntArray.xml 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 reals ([float])." -msgstr "Un [Array] compacté de flottants ([float])." +msgstr "Un tableau compacté de flottants ([float])." #: doc/classes/PoolRealArray.xml msgid "" @@ -48003,20 +49561,20 @@ msgid "" "Constructs a new [PoolRealArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" +"Construit un nouvel [PoolRealArray]. En option, il est possible de passer un " +"[Array] générique qui sera converti." #: doc/classes/PoolRealArray.xml -#, fuzzy msgid "Appends a [PoolRealArray] at the end of this array." -msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau." +msgstr "Ajoute un [PoolRealArray] à la fin de ce tableau." #: doc/classes/PoolRealArray.xml 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]." -msgstr "Un [Array] compacté de [String]." +msgstr "Un tableau compacté de [String]." #: doc/classes/PoolStringArray.xml msgid "" @@ -48024,17 +49582,21 @@ msgid "" "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" +"Un tableau spécialement prévu pour contenir des [String]. Optimisé pour " +"l'usage mémoire, elle ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non pas référence." #: doc/classes/PoolStringArray.xml msgid "" "Constructs a new [PoolStringArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" +"Construit un nouvel [PoolStringArray]. En option, il est possible de passer " +"un [Array] générique qui sera converti." #: doc/classes/PoolStringArray.xml -#, fuzzy msgid "Appends a [PoolStringArray] at the end of this array." -msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau." +msgstr "Ajoute un [PoolStringArray] à la fin de ce tableau." #: doc/classes/PoolStringArray.xml #, fuzzy @@ -48052,9 +49614,8 @@ 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]." -msgstr "Un [Array] compacté de [Vector2]." +msgstr "Un tableau compacté de [Vector2]." #: doc/classes/PoolVector2Array.xml msgid "" @@ -48062,22 +49623,26 @@ msgid "" "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" +"Un tableau spécialement prévu pour contenir des [Vector2]. Optimisé pour " +"l'usage mémoire, elle ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non pas référence." #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Navigation Astar Demo" -msgstr "" +msgstr "Démo de navigation Astar en 2D" #: doc/classes/PoolVector2Array.xml msgid "" "Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" +"Construit un nouvel [PoolVector2Array]. En option, il est possible de passer " +"un [Array] générique qui sera converti." #: doc/classes/PoolVector2Array.xml -#, fuzzy msgid "Appends a [PoolVector2Array] at the end of this array." -msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau." +msgstr "Ajoute un [PoolVector2Array] à la fin de ce tableau." #: doc/classes/PoolVector2Array.xml msgid "Inserts a [Vector2] at the end." @@ -48088,9 +49653,8 @@ msgid "Changes the [Vector2] at the given index." msgstr "Change la [Vector2] à la position donnée." #: doc/classes/PoolVector3Array.xml -#, fuzzy msgid "A pooled array of [Vector3]." -msgstr "Un [Array] compacté de [Vector3]." +msgstr "Un tableau compacté de [Vector3]." #: doc/classes/PoolVector3Array.xml msgid "" @@ -48098,17 +49662,21 @@ msgid "" "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" +"Un tableau spécialement prévu pour contenir des [Vector3]. Optimisé pour " +"l'usage mémoire, elle ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non pas référence." #: doc/classes/PoolVector3Array.xml msgid "" "Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" +"Construit un nouvel [PoolVector3Array]. En option, il est possible de passer " +"un [Array] générique qui sera converti." #: doc/classes/PoolVector3Array.xml -#, fuzzy msgid "Appends a [PoolVector3Array] at the end of this array." -msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau." +msgstr "Ajoute un [PoolVector3Array] à la fin de ce tableau." #: doc/classes/PoolVector3Array.xml msgid "Inserts a [Vector3] at the end." @@ -48209,6 +49777,8 @@ msgstr "Classe parente des fenêtres de dialogue." msgid "" "PopupDialog is a base class for popup dialogs, along with [WindowDialog]." msgstr "" +"PopupDialog est la classe de base pour les dialogues contextuels, avec aussi " +"[WindowDialog]." #: doc/classes/PopupDialog.xml #, fuzzy @@ -48289,12 +49859,13 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "Same as [method add_icon_check_item], but uses a radio check button." -msgstr "" +msgstr "Pareil que [method add_icon_check_item], mais utilise un bouton radio." #: doc/classes/PopupMenu.xml msgid "" "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" +"Pareil que [method add_icon_check_shorcut], mais utilise un bouton radio." #: doc/classes/PopupMenu.xml msgid "" @@ -48535,6 +50106,7 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "Sets the checkstate status of the item at index [code]idx[/code]." msgstr "" +"Définit le status de la coche pour l'élément à la position [code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "" @@ -48583,6 +50155,8 @@ msgid "" "Sets the [String] tooltip of the item at the specified index [code]idx[/" "code]." msgstr "" +"Définit la [String] de l'infobulle de l'élément à l'index [code]idx[/code] " +"spécifié." #: doc/classes/PopupMenu.xml #, fuzzy @@ -48608,6 +50182,8 @@ msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." msgstr "" +"Si [code]true[/code], masque le [PopupMenu] quand une coche ou un bouton " +"radio est sélectionné." #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." @@ -48684,6 +50260,11 @@ msgid "[Font] used for the menu items." msgstr "La [Font] utilisée pour les éléments du menu." #: doc/classes/PopupMenu.xml +#, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "[Font] utilisée pour le texte du [Label]." + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "La [Texture] de l'icône pour les coches cochées." @@ -49072,6 +50653,8 @@ msgid "" "Font used to draw the fill percentage if [member percent_visible] is " "[code]true[/code]." msgstr "" +"La police utilisée pour afficher le pourcentage de remplissage si [member " +"percent_visible] est [code]true[/code]." #: doc/classes/ProgressBar.xml msgid "The style of the background." @@ -49079,7 +50662,7 @@ msgstr "Le style de l’arrière-plan." #: doc/classes/ProgressBar.xml msgid "The style of the progress (i.e. the part that fills the bar)." -msgstr "" +msgstr "Le style de progression (c'est-à-dire la partie qui remplis la barre)." #: doc/classes/ProjectSettings.xml msgid "Contains global variables accessible from everywhere." @@ -49600,6 +51183,8 @@ msgstr "" msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." msgstr "" +"If [code]true[/code], active les avertissements quand une constante est " +"utilisée comme un fonction." #: doc/classes/ProjectSettings.xml msgid "" @@ -49634,6 +51219,8 @@ msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "" +"Si [code]true[/code], active les avertissements quand une fonction est " +"déclarée avec le même nom qu'une constante." #: doc/classes/ProjectSettings.xml msgid "" @@ -50180,6 +51767,10 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour déplacer l'interface vers le bas.\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50199,6 +51790,12 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour définit le focus au [Control] suivant " +"de la scène. Le comportement du focus peut être configuré avec [member " +"Control.focus_next].\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50208,6 +51805,12 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour définit le focus au [Control] " +"précédent de la scène. Le comportement du focus peut être configuré avec " +"[member Control.focus_previous].\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50226,6 +51829,10 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour déplacer l'interface vers la gauche.\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50236,6 +51843,12 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour descendre d'une page dans un [Control] " +"(dans un [ItemList] ou un [Tree] par exemple), correspondant au comportement " +"de [constant KEY_PAGEDOWN] dans une interface de bureau classique.\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50246,6 +51859,12 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour monter d'une page dans un [Control] " +"(dans un [ItemList] ou un [Tree] par exemple), correspondant au comportement " +"de [constant KEY_PAGEUP] dans une interface de bureau classique.\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50254,6 +51873,10 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour déplacer l'interface vers la droite.\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50263,6 +51886,11 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour sélectionner un élément dans un " +"[Control] (dans un [ItemList] ou un [Tree] par exemple).\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50271,6 +51899,10 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" +"La [InputEventAction] par défaut pour déplacer l'interface vers le haut.\n" +"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " +"supprimées car elles sont nécessaires à la logique interne de nombreux " +"[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml msgid "" @@ -50746,6 +52378,8 @@ msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "" +"Le chemin des journaux dans le projet. L'utilisation de [code]user://[/code] " +"est recommandé." #: doc/classes/ProjectSettings.xml msgid "Specifies the maximum amount of log files allowed (used for rotation)." @@ -50990,6 +52624,9 @@ msgid "" "\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" +"Définit le moteur physique 2D à utiliser.\n" +"\"PAR DÉFAUT\" et \"GodotPhysics\" sont pareils, puisqu'il n'existe " +"actuellement pas d'autres serveurs de physique 2D implémentés." #: doc/classes/ProjectSettings.xml msgid "" @@ -52200,9 +53837,8 @@ msgid "" msgstr "" #: doc/classes/PropertyTweener.xml -#, fuzzy msgid "Interpolates an [Object]'s property over time." -msgstr "Anime de manière fluide une propriété d'un nœud dans le temps." +msgstr "Interpole une propriété d'un [Object] dans le temps." #: doc/classes/PropertyTweener.xml msgid "" @@ -52254,19 +53890,8 @@ msgid "" "Sets the time in seconds after which the [PropertyTweener] will start " "interpolating. By default there's no delay." msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" +"Définit le délai en secondes avant que le [PropertyTweener] commence son " +"interpolation. Par défaut, il n'y a pas de délai." #: doc/classes/ProximityGroup.xml #, fuzzy @@ -52407,7 +54032,7 @@ msgstr "" #: doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml msgid "2D in 3D Demo" -msgstr "" +msgstr "Démo pour la 2D en 3D" #: doc/classes/QuadMesh.xml msgid "Offset of the generated Quad. Useful for particles." @@ -52795,6 +54420,8 @@ msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" +"Émis quand [member min_value], [member max_value], [member page], ou [member " +"step] change." #: doc/classes/Range.xml msgid "" @@ -52877,7 +54504,7 @@ msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the normal of the intersecting object's shape at the collision point." -msgstr "" +msgstr "Retourne la normale de la forme de l'objet au point de collision." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -53503,7 +55130,7 @@ msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "Returns the original search pattern that was compiled." -msgstr "" +msgstr "Retourne le motif de recherche original qui a été compilé." #: modules/regex/doc_classes/RegEx.xml msgid "Returns whether this object has a valid search pattern assigned." @@ -53639,12 +55266,16 @@ msgid "" "If [code]true[/code], global coordinates are used. If [code]false[/code], " "local coordinates are used." msgstr "" +"Si [code]true[/code], les coordonnées globales sont utilisées. Si " +"[code]false[/code], ce sont les locales." #: doc/classes/RemoteTransform2D.xml msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node in the scene." msgstr "" +"RemoteTransform2D utilise sa propre [Transform2D] pour un autre nœud " +"héritant de [CanvasItem] dans la scène." #: doc/classes/RemoteTransform2D.xml msgid "" @@ -53666,6 +55297,8 @@ msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." msgstr "" +"Le [NodePath] du nœud distant, relatif à la position du RemoteTransform2D " +"dans la scène." #: doc/classes/Resource.xml msgid "Base class for all resources." @@ -53826,6 +55459,7 @@ msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "Gets the list of extensions for files this loader is able to read." msgstr "" +"Retourne la liste des extensions des fichiers que ce chargeur peut lire." #: doc/classes/ResourceFormatLoader.xml msgid "" @@ -54071,6 +55705,8 @@ msgid "" "Changes the behavior on missing sub-resources. The default behavior is to " "abort loading." msgstr "" +"Change le comportement pour les sous-ressources manquantes. Le comportement " +"par défaut est d'annuler le chargement." #: doc/classes/ResourcePreloader.xml msgid "Resource Preloader Node." @@ -54120,6 +55756,8 @@ msgid "" "Renames a resource inside the preloader from [code]name[/code] to " "[code]newname[/code]." msgstr "" +"Renomme une ressource dans le pré-chargeur de [code]name[/code] en " +"[code]newname[/code]." #: doc/classes/ResourceSaver.xml msgid "Singleton for saving Godot-specific resource types." @@ -54139,6 +55777,8 @@ msgid "" "Returns the list of extensions available for saving a resource of a given " "type." msgstr "" +"Retourne la liste des extensions possibles pour enregistrer une ressource de " +"ce type." #: doc/classes/ResourceSaver.xml msgid "" @@ -54152,6 +55792,7 @@ msgstr "" #: doc/classes/ResourceSaver.xml msgid "Save the resource with a path relative to the scene which uses it." msgstr "" +"Enregistre la ressource avec un chemin relatif à la scène qui l'utilise." #: doc/classes/ResourceSaver.xml msgid "Bundles external resources." @@ -54162,12 +55803,16 @@ msgid "" "Changes the [member Resource.resource_path] of the saved resource to match " "its new location." msgstr "" +"Change le chemin [member Resource.resource_path] de la ressource enregistrée " +"pour correspondre à son nouvel emplacement." #: doc/classes/ResourceSaver.xml msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." msgstr "" +"Ne sauvegarde pas les méta-données spécifiques à l'éditeur (commençant par " +"[code]__editor[/code])." #: doc/classes/ResourceSaver.xml msgid "Save as big endian (see [member File.endian_swap])." @@ -54178,6 +55823,8 @@ msgid "" "Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only " "available for binary resource types." msgstr "" +"Compresse la ressource quand elle est enregistrée avec [constant File." +"COMPRESSION_ZSTD]. Seulement disponible pour les ressources de type binaire." #: doc/classes/ResourceSaver.xml msgid "" @@ -54187,7 +55834,7 @@ msgstr "" #: doc/classes/RichTextEffect.xml msgid "A custom effect for use with [RichTextLabel]." -msgstr "Un effet personnalisé à utilisé pour ce [RichTextLabel]." +msgstr "Un effet personnalisé à utilisé avec les [RichTextLabel]." #: doc/classes/RichTextEffect.xml msgid "" @@ -54203,6 +55850,18 @@ msgid "" "[RichTextEffect], it will continuously process the effect unless the project " "is paused. This may impact battery life negatively." msgstr "" +"Un effet personnalisé à utiliser avec les [RichTextLabel].\n" +"[b]Note :[/b] Pour qu'un [RichTextEffect] soit utilisable, un marqueur " +"BBCode doit être définit sous forme de variable de membre nommée " +"[code]bbcode[/code] dans le script.\n" +"[codeblock]\n" +"# Le RichTextEffect sera utilisable avec : `[exemple]Some text[/exemple]`\n" +"var bbcode = \"exemple\"\n" +"[/codeblock]\n" +"[b]Note :[/b] Dès qu'un [RichTextLabel] contient au moins un " +"[RichTextEffect], il mettre à jour l'effet en permanence tant que le projet " +"ne sera pas mis en pause. Ceci pour avoir un impact important sur " +"l'autonomie de la batterie." #: doc/classes/RichTextEffect.xml msgid "" @@ -54211,6 +55870,10 @@ msgid "" "successfully. If the method returns [code]false[/code], it will skip " "transformation to avoid displaying broken text." msgstr "" +"Surchargez cette méthode pour modifier les propriétés de [code]char_fx[/" +"code]. Cette méthode doit retourner [code]true[/code] si le caractère peut " +"être transformé avec succès. Si la méthode retourne [code]false[/code], " +"l'effet sera ignoré pour éviter de mal afficher le texte." #: doc/classes/RichTextLabel.xml msgid "Label that displays rich text." @@ -54240,6 +55903,29 @@ msgid "" "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" +"Les textes riches peuvent contenir des textes personnalisées, des polices, " +"des images et une mise en page basique. Le label gère ce contenu dans une " +"pile interne de marqueurs. Il peut aussi s'adapter à la taille donnée.\n" +"[b]Note :[/b] Les assignations à [member bbcode_text] efface la pile des " +"marqueurs et la reconstruit à partir du contenu de cette propriété. Chaque " +"modification fait à [member bbcode_text] effacera les modifications " +"précédents faites depuis une autre source manuelle comme [method " +"append_bbcode] et les méthodes [code]push_*[/code] / [method pop].\n" +"[b]Note :[/b] RichTextLabel ne supporte pas les marqueurs intriqués. par " +"exemple, au lieu d'utiliser [code][b]bold[i]bold italic[/b]italic[/i][/" +"code], utilisez [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n" +"[b]Note :[/b] Les méthodes [code]push_*/pop[/code] ne modifie pas le " +"BBCode.\n" +"[b]Note :[/b] Contrairement à [Label], RichTextLabel n'a pas de " +"[i]propriété[/i] pour aligner le texte horizontalement au center. Utilisez " +"plutôt [member bbcode_enabled] et entourez le texte du marqueur [code]" +"[center][/code] comme suit : [code][center]Exemple[/center][/code]. Il n'y a " +"actuellement aucun moyen intégré pour aligner verticalement le texte non " +"plus, mais il est possible de le faire avec les ancres/conteneurs et la " +"propriété [member fit_content_height].\n" +"[b]Note :[/b] Les caractères Unicode après [code]0xffff[/code] (comme les " +"émojis) [i]ne sont pas[/i] supportés sous Windows. Il sera affiché des " +"caractères inconnus à la place. Ça sera corrigé dans Godot 4.0." #: doc/classes/RichTextLabel.xml msgid "BBCode in RichTextLabel" @@ -54256,6 +55942,11 @@ msgid "" "If [code]width[/code] or [code]height[/code] is set to 0, the image size " "will be adjusted in order to keep the original aspect ratio." msgstr "" +"Ajoute le marqueur ouvrant et fermant d'image à la pile des marqueurs, avec " +"la possibilité de spécifier la largeur [code]width[/code] et la hauteur " +"[code]height[/code] pour redimensionner l'image.\n" +"Si [code]width[/code] ou [code]height[/code] est à 0, la taille de l'image " +"sera ajustée pour garder sont aspect original." #: doc/classes/RichTextLabel.xml msgid "Adds raw non-BBCode-parsed text to the tag stack." @@ -54301,6 +55992,8 @@ msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." msgstr "" +"Retourne le nombre total de caractères des marqueurs de texte. N'inclus pas " +"les BBCode." #: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." @@ -55297,18 +56990,24 @@ msgstr "" #: doc/classes/RigidBody2D.xml msgid "Static mode. The body behaves like a [StaticBody2D] and does not move." msgstr "" +"Le mode statique. Le corps se comporte comme un [StaticBody2D] et ne bouge " +"pas." #: doc/classes/RigidBody2D.xml msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." msgstr "" +"Le mode caractère. Similaire à [constant MODE_RIGID], mais le corps ne peut " +"pas pivoter." #: doc/classes/RigidBody2D.xml msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" +"Le mode cinématique. Le corps se comporte comme un [KinematicBody2D], et " +"doit être déplacé par le code." #: doc/classes/RigidBody2D.xml msgid "" @@ -55729,6 +57428,8 @@ msgstr "" msgid "" "Returns the list of bound parameters for the signal at [code]idx[/code]." msgstr "" +"Retourne la liste des paramètres spécifiés pour le signal à la position " +"[code]idx[/code]." #: doc/classes/SceneState.xml msgid "" @@ -55743,6 +57444,8 @@ msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" +"Retourne les drapeaux de connexion pour le signal à la position [code]idx[/" +"code]. Voir [enum Object.ConnectFlags] pour les constantes." #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." @@ -55836,12 +57539,16 @@ msgid "" "Returns the name of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" +"Retourne le nom de la propriété à [code]prop_idx[/code] pour le nœud à " +"[code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the value of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" +"Retourne le valeur de la propriété à [code]prop_idx[/code] pour le nœud à " +"[code]idx[/code]." #: doc/classes/SceneState.xml msgid "Returns the type of the node at [code]idx[/code]." @@ -55974,19 +57681,23 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "Creates and returns a new [SceneTreeTween]." -msgstr "" +msgstr "Crée et retourne un nouvel [SceneTreeTween]." #: doc/classes/SceneTree.xml msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." msgstr "" +"Retourne le numéro de la trame actuelle, c'est-à-dire le nombre de trames " +"depuis le lancement de l'application." #: doc/classes/SceneTree.xml msgid "" "Returns the peer IDs of all connected peers of this [SceneTree]'s [member " "network_peer]." msgstr "" +"Retourne les identifiants de tous les pairs connectés au [member " +"network_peer] de ce [SceneTree]." #: doc/classes/SceneTree.xml msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]." @@ -56030,6 +57741,8 @@ msgid "" "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in " "server mode (listening for connections)." msgstr "" +"Retourne [code]true[/code] si ce [member network_peer] du [SceneTree] est en " +"mode serveur (attend les connexions)." #: doc/classes/SceneTree.xml msgid "Sends the given notification to all members of the [code]group[/code]." @@ -56085,6 +57798,8 @@ msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" +"Définit la propriété [code]property[/code] spécifiée à la valeur " +"[code]value[/code] pour tous les membres du groupe donné." #: doc/classes/SceneTree.xml msgid "" @@ -56235,6 +57950,8 @@ msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" +"Émis immédiatement avant que [method Node._process] soit appelé sur chaque " +"nœud de [SceneTree]." #: doc/classes/SceneTree.xml msgid "" @@ -56293,6 +58010,8 @@ msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from " "server. Only emitted on clients." msgstr "" +"Émis quand ce [member network_peer] du [SceneTree] se déconnecte du serveur. " +"Seulement émis vers les clients." #: doc/classes/SceneTree.xml msgid "" @@ -56310,7 +58029,7 @@ msgstr "Appelle un groupe dans l'ordre inversé de la scène." #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." -msgstr "" +msgstr "Appelle un groupe immédiatement (au lieu de le faire durant le repos)." #: doc/classes/SceneTree.xml msgid "Call a group only once even if the call is executed many times." @@ -56330,6 +58049,8 @@ msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." msgstr "" +"Garde la résolution d'affichage spécifié, sans interpolation. Le contenu " +"peut apparaitre pixelisé." #: doc/classes/SceneTree.xml msgid "" @@ -56578,7 +58299,7 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "Resumes a paused or stopped [SceneTreeTween]." -msgstr "" +msgstr "Reprend un [SceneTreeTween] en pause ou arrêté." #: doc/classes/SceneTreeTween.xml msgid "" @@ -56607,6 +58328,8 @@ msgid "" "If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after " "this method will by default run simultaneously, as opposed to sequentially." msgstr "" +"Si [code]parallel[/code] est [code]true[/code], le [Tweener] ajouté après " +"cette méthode se lancera simultanément, et non séquentiellement." #: doc/classes/SceneTreeTween.xml msgid "" @@ -57099,6 +58822,9 @@ msgid "" "immediately and returns [constant ERR_BUSY]. If non-zero, it returns " "[constant OK] to report success." msgstr "" +"Comme [method wait], mais ne bloque pas, donc si la valeur est zéro, ça " +"échoue immédiatement et retourne [constant ERR_BUSY]. Si non zéro, ça " +"retourne [constant OK] pour signaler un succès." #: doc/classes/Semaphore.xml msgid "" @@ -57188,6 +58914,8 @@ msgid "" "Mode used to calculate particle information on a per-particle basis. Not " "used for drawing." msgstr "" +"Le mode utilisé pour calculer les informations pour chaque particule " +"individuellement. N'est pas utilisé pour l'affichage." #: doc/classes/ShaderMaterial.xml msgid "A material that uses a custom [Shader] program." @@ -57266,6 +58994,8 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "" +"La classe de base pour toutes les formes 2D. Tous les types de forme 2D " +"héritent de cette classe." #: doc/classes/Shape2D.xml msgid "" @@ -57278,8 +59008,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -57300,8 +59037,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " @@ -57483,6 +59228,7 @@ msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " "Skeleton2D." msgstr "" +"Retourne le nombre de nœuds [Bone2D] dans la hiérarchie de ce Skeleton2D." #: doc/classes/Skeleton2D.xml msgid "Returns the [RID] of a Skeleton2D instance." @@ -57858,7 +59604,7 @@ msgstr "La masse du SoftBody." #: doc/classes/Spatial.xml msgid "Most basic 3D game object, parent of all 3D-related nodes." -msgstr "" +msgstr "L'objet 3D de jeu le plus basique, parent de tous les nœuds 3D." #: doc/classes/Spatial.xml msgid "" @@ -57919,6 +59665,8 @@ msgid "" "Scales the global (world) transformation by the given [Vector3] scale " "factors." msgstr "" +"Met à l'échelle la transformation globale par le [Vector3] de facteur " +"d'échelle." #: doc/classes/Spatial.xml msgid "" @@ -58072,12 +59820,16 @@ msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." msgstr "" +"Transforme le point [code]local_point[/code] depuis les coordonnées locale " +"de ce nœud dans l'espace global." #: doc/classes/Spatial.xml msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." msgstr "" +"Transforme le point [code]local_point[/code] depuis l'espace global dans les " +"coordonnées local de ce nœud." #: doc/classes/Spatial.xml msgid "" @@ -58091,7 +59843,7 @@ msgstr "" #: doc/classes/Spatial.xml msgid "" "Changes the node's position by the given offset [Vector3] in local space." -msgstr "" +msgstr "Déplace le nœud d'un décalage [Vector3] dans les coordonnées locales." #: doc/classes/Spatial.xml msgid "Updates the [SpatialGizmo] of this node." @@ -58133,6 +59885,7 @@ msgstr "" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." msgstr "" +"La [Transform] de ce nœud dans l'espace local, en fonction du nœud parent." #: doc/classes/Spatial.xml msgid "Local translation of this node." @@ -58261,6 +60014,8 @@ msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects." msgstr "" +"La texture à multiplier par la couleur [member albedo_color]. Utilisé pour " +"l'habillage basique des objets." #: doc/classes/SpatialMaterial.xml msgid "" @@ -58317,6 +60072,8 @@ msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" +"Si [code]true[/code], utilise les coordonnées [code]UV2[/code] pour la " +"projection de [member ao_texture]." #: doc/classes/SpatialMaterial.xml msgid "" @@ -58522,6 +60279,8 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture that specifies how much surface emits light at a given point." msgstr "" +"La texture qui spécifie quelle quantité de lumière sera émise par la surface " +"à un point donné." #: doc/classes/SpatialMaterial.xml #, fuzzy @@ -58679,7 +60438,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Threshold at which the alpha scissor will discard values." -msgstr "" +msgstr "Le seuil à partir duquel le ciseau alpha ignorera les valeurs." #: doc/classes/SpatialMaterial.xml msgid "" @@ -58730,7 +60489,7 @@ msgstr "Si [code]true[/code], active le drapeau spécifié." #: doc/classes/SpatialMaterial.xml msgid "Grows object vertices in the direction of their normals." -msgstr "" +msgstr "Agrandit les sommets des objets dans la direction de leurs normales." #: doc/classes/SpatialMaterial.xml msgid "Currently unimplemented in Godot." @@ -59106,15 +60865,15 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The color of the object is added to the background." -msgstr "" +msgstr "La couleur de l'objet est ajoutée à l'arrière-plan." #: doc/classes/SpatialMaterial.xml msgid "The color of the object is subtracted from the background." -msgstr "" +msgstr "La couleur de l'objet est soustraite à l'arrière-plan." #: doc/classes/SpatialMaterial.xml msgid "The color of the object is multiplied by the background." -msgstr "" +msgstr "La couleur de l'objet est multipliée par l'arrière-plan." #: doc/classes/SpatialMaterial.xml msgid "Default depth draw mode. Depth is drawn only for opaque objects." @@ -59173,6 +60932,8 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" +"Définit [code]ALBEDO[/code] par la couleur définie pour chaque sommet du " +"maillage." #: doc/classes/SpatialMaterial.xml msgid "" @@ -59246,6 +61007,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Forces the shader to convert albedo from sRGB space to linear space." msgstr "" +"Force le shader à convertir l'albedo de l'espace sRGB à celui linéaire." #: doc/classes/SpatialMaterial.xml msgid "Disables receiving shadows from other objects." @@ -59258,6 +61020,8 @@ msgstr "Désactive la réception de la lumière ambiante." #: doc/classes/SpatialMaterial.xml msgid "Ensures that normals appear correct, even with non-uniform scaling." msgstr "" +"S'assure que les normales apparaissent correctement, même pour les " +"proportions non uniformes." #: doc/classes/SpatialMaterial.xml msgid "Enables the shadow to opacity feature." @@ -59313,7 +61077,7 @@ msgstr "L'axe Z de l'objet fera toujours face à la caméra." #: doc/classes/SpatialMaterial.xml msgid "The object's X axis will always face the camera." -msgstr "" +msgstr "L'axe X de l'objet fera toujours face à la caméra." #: doc/classes/SpatialMaterial.xml msgid "" @@ -59325,19 +61089,19 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the red channel of a texture." -msgstr "Utiliser pour lire la texture depuis le canal du rouge." +msgstr "Utilisé pour lire la texture depuis le canal du rouge." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the green channel of a texture." -msgstr "Utiliser pour lire la texture depuis le canal du vert." +msgstr "Utilisé pour lire la texture depuis le canal du vert." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the blue channel of a texture." -msgstr "Utiliser pour lire la texture depuis le canal du bleu." +msgstr "Utilisé pour lire la texture depuis le canal du bleu." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the alpha channel of a texture." -msgstr "Utiliser pour lire la texture depuis le canal de l'alpha." +msgstr "Utilisé pour lire la texture depuis le canal de l'alpha." #: doc/classes/SpatialMaterial.xml msgid "Adds the emission color to the color from the emission texture." @@ -59560,7 +61324,7 @@ msgstr "" #: doc/classes/SpotLight.xml msgid "A spotlight, such as a reflector spotlight or a lantern." -msgstr "" +msgstr "Un projecteur, comme un projecteur de spectacle ou un lanterne." #: doc/classes/SpotLight.xml msgid "" @@ -59741,10 +61505,12 @@ msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" +"Si [code]true[/code], la texture est une partie d'une plus grande texture " +"atlas. Voir [member region_rect]." #: doc/classes/Sprite.xml msgid "If [code]true[/code], the outermost pixels get blurred out." -msgstr "" +msgstr "Si [code]true[/code], les pixels les plus à l'extérieur sont floutés." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" @@ -59786,6 +61552,8 @@ msgid "" "If [code]true[/code], texture will be cut from a larger atlas texture. See " "[member region_rect]." msgstr "" +"Si [code]true[/code], la texture sera récupéré d'une plus grande texture " +"atlas. Voir [member region_rect]." #: doc/classes/Sprite3D.xml msgid "" @@ -59849,7 +61617,7 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "The size of one pixel's width on the sprite to scale it in 3D." -msgstr "" +msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D." #: doc/classes/SpriteBase3D.xml #, fuzzy @@ -60042,7 +61810,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "Abstraction and base class for stream-based protocols." -msgstr "" +msgstr "Classe abstraite pour la base des protocoles de flux." #: doc/classes/StreamPeer.xml msgid "" @@ -60956,6 +62724,8 @@ msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" +"Retourne une copie de cette chaine de caractères avec les caractères " +"spéciaux échappés selon le standard JSON." #: doc/classes/String.xml msgid "Returns a number of characters from the left of the string." @@ -61197,6 +62967,16 @@ msgid "" "print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n" "[/codeblock]" msgstr "" +"Retourne l'indice de similarité ([url=https://fr.wikipedia.org/wiki/" +"Indice_de_S%C3%B8rensen-Dice]Sorensen-Dice[/url]) de cette chaine de " +"caractères par rapport à une autre. Un résultat de 1.0 signifie qu'elles " +"sont identiques, alors que 0.0 qu'elles sont complètement différentes.\n" +"[codeblock]\n" +"print(\"ABC123\".similarity(\"ABC123\")) # Affiche \"1\"\n" +"print(\"ABC123\".similarity(\"XYZ456\")) # Affiche \"0\"\n" +"print(\"ABC123\".similarity(\"123ABC\")) # Affiche \"0.8\"\n" +"print(\"ABC123\".similarity(\"abc123\")) # Affiche \"0.4\"\n" +"[/codeblock]" #: doc/classes/String.xml msgid "Returns a simplified canonical path." @@ -61255,18 +63035,16 @@ msgid "" msgstr "" #: doc/classes/String.xml -#, fuzzy msgid "" "Converts the String (which is a character array) to [PoolByteArray] (which " "is an array of bytes). The conversion is faster compared to [method " "to_utf8], as this method assumes that all the characters in the String are " "ASCII characters." msgstr "" -"Convertit la chaîne de caractères (qui est un array (tableau) de caractères) " -"en un [PackedByteArray] (qui est un array de bytes). La conversion est un " -"plus lente que [method to_ascii], mais est compatible avec tous les " -"caractères UTF-8. Par conséquent, il est préférable d'utiliser cette " -"fonction à la place [method to_ascii]." +"Convertit la chaîne de caractères (qui est un tableau de caractères) en un " +"[PoolByteArray] (un tableau de octets). La conversion est un plus rapide que " +"[method to_utf8], car elle assume que tous les caractères de la String sont " +"des caractères ASCII." #: doc/classes/String.xml msgid "" @@ -61302,18 +63080,16 @@ msgid "Returns the string converted to uppercase." msgstr "Retourne la chaîne de caractères convertie en majuscules." #: doc/classes/String.xml -#, fuzzy msgid "" "Converts the String (which is an array of characters) to [PoolByteArray] " "(which is an array of bytes). The conversion is a bit slower than [method " "to_ascii], but supports all UTF-8 characters. Therefore, you should prefer " "this function over [method to_ascii]." msgstr "" -"Convertit la chaîne de caractères (qui est un array (tableau) de caractères) " -"en un [PackedByteArray] (qui est un array de bytes). La conversion est un " -"plus lente que [method to_ascii], mais est compatible avec tous les " -"caractères UTF-8. Par conséquent, il est préférable d'utiliser cette " -"fonction à la place [method to_ascii]." +"Convertit la chaîne de caractères (qui est un tableau de caractères) en un " +"[PoolByteArray] (un tableau d'octets). La conversion est un plus lente que " +"[method to_ascii], mais supporte tous les caractères UTF-8. Par conséquent, " +"il est préférable d'utiliser cette fonction à la place [method to_ascii]." #: doc/classes/String.xml msgid "" @@ -61483,6 +63259,8 @@ msgstr "Stylebox vide (n'affiche vraiment rien)." msgid "" "Customizable [StyleBox] with a given set of parameters (no texture required)." msgstr "" +"Une [StyleBox] personnalisable avec un ensemble de paramètres (où aucune " +"texture n'est obligatoire)." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -61516,7 +63294,7 @@ msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Returns the smallest border width out of all four borders." -msgstr "" +msgstr "Retourne la plus fine bordure parmi les quatre bordures." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -61566,6 +63344,9 @@ msgid "" "[code]radius_top_right[/code], [code]radius_bottom_right[/code], and " "[code]radius_bottom_left[/code] pixels." msgstr "" +"Définit le rayon de chacun des coins [code]radius_top_left[/code], " +"[code]radius_top_right[/code], [code]radius_bottom_right[/code], et " +"[code]radius_bottom_left[/code] en pixels." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" @@ -61578,6 +63359,7 @@ msgstr "" #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "Sets the expand margin to [code]size[/code] pixels for all margins." msgstr "" +"Définit la marge étendue à [code]size[/code] pixels pour toutes les marges." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" @@ -61585,6 +63367,9 @@ msgid "" "[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] " "pixels." msgstr "" +"Définit la marge d'expansion pour chacune des marges [code]size_left[/code], " +"[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] " +"en pixels." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -61612,6 +63397,8 @@ msgstr "La couleur d'arrière-plan de la stylebox." #: doc/classes/StyleBoxFlat.xml msgid "If [code]true[/code], the border will fade into the background color." msgstr "" +"Si [code]true[/code], la bordure fusionnera avec la couleur de l'arrière-" +"plan." #: doc/classes/StyleBoxFlat.xml msgid "Sets the color of the border." @@ -61793,6 +63580,8 @@ msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" +"Si [code]true[/code], la ligne sera verticale. Si [code]false[/code], elle " +"sera horizontale." #: doc/classes/StyleBoxTexture.xml msgid "Texture-based nine-patch [StyleBox]." @@ -62081,7 +63870,7 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "Clear all information passed into the surface tool so far." -msgstr "" +msgstr "Efface toutes les informations passées à l'outil de surface jusque là." #: doc/classes/SurfaceTool.xml msgid "" @@ -62177,7 +63966,7 @@ msgstr "Retourne l'index de l'onglet précédemment actif." #: doc/classes/TabContainer.xml msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." -msgstr "" +msgstr "Retourne le nœud [Control] de l'onglet à l'index [code]tab_idx[/code]." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the number of tabs." @@ -62313,6 +64102,8 @@ msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." msgstr "" +"Émis quand le bouton [Popup] du [TabContainer] est cliqué. Voir [method " +"set_popup] pour les détails." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Emitted when switching to another tab." @@ -62445,6 +64236,7 @@ msgstr "" #: doc/classes/Tabs.xml msgid "Returns [code]true[/code] if select with right mouse button is enabled." msgstr "" +"Retourne [code]true[/code] si la sélection avec le clic-droit est actif." #: doc/classes/Tabs.xml msgid "Returns the number of hidden tabs offsetted to the left." @@ -62455,9 +64247,8 @@ msgid "Returns tab [Rect2] with local position and size." msgstr "Retourne l'onglet [Rect2] avec la position et la taille locales." #: doc/classes/Tabs.xml -#, fuzzy msgid "Returns the title of the tab at index [code]tab_idx[/code]." -msgstr "Retourne le type du nœud à [code]idx[/code]." +msgstr "Retourne le titre de l'onglet à la position [code]idx[/code]." #: doc/classes/Tabs.xml msgid "Returns the [Tabs]' rearrange group ID." @@ -62525,6 +64316,8 @@ msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " "drag_to_rearrange_enabled]." msgstr "" +"Émis quand l'onglet actif est réarrangé en glissant la souris. Voir [member " +"drag_to_rearrange_enabled]." #: doc/classes/Tabs.xml msgid "Emitted when a tab is right-clicked." @@ -62949,6 +64742,9 @@ msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" +"Sélectionne tout le texte.\n" +"Si [member selecting_enabled] est [code]false[/code], aucun sélection ne se " +"fera." #: doc/classes/TextEdit.xml msgid "Sets the text for a specific line." @@ -63069,6 +64865,8 @@ msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "" +"Si [code]true[/code], une mini-carte sera affichée, fournissant un aperçu de " +"votre code source." #: doc/classes/TextEdit.xml msgid "The width, in pixels, of the minimap." @@ -63079,6 +64877,8 @@ msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." msgstr "" +"Si [code]true[/code], la couleur [code]font_color_selected[/code] " +"personnalisée sera utilisée pour le texte sélectionné." #: doc/classes/TextEdit.xml msgid "" @@ -63150,6 +64950,7 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "Emitted when a breakpoint is placed via the breakpoint gutter." msgstr "" +"Émis quand un point d'arrêt est ajouté dans le bandeau des points d'arrêt." #: doc/classes/TextEdit.xml msgid "Emitted when the cursor changes." @@ -63254,6 +65055,8 @@ msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." msgstr "" +"Définir la [Color] de surlignage des multiples occurrences. [member " +"highlight_all_occurrences] doit être actif." #: doc/classes/TextEdit.xml msgid "Sets the spacing between the lines." @@ -63417,7 +65220,7 @@ msgstr "" #: doc/classes/TextureArray.xml msgid "Array of textures stored in a single primitive." -msgstr "" +msgstr "Un tableau de textures enregistré dans une seule ressource." #: doc/classes/TextureArray.xml msgid "" @@ -64505,6 +66308,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map." msgstr "" +"Retourne un rectangle englobant les tuiles utilisées (non vides) de la carte." #: doc/classes/TileMap.xml msgid "" @@ -64517,10 +66321,14 @@ msgstr "" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the X axis." msgstr "" +"Retourne [code]true[/code] si la cellule spécifiée est inversée selon l'axe " +"X." #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis." msgstr "" +"Retourne [code]true[/code] si la cellule spécifiée est inversée selon l'axe " +"Y." #: doc/classes/TileMap.xml msgid "" @@ -64616,7 +66424,7 @@ msgstr "Si [code]true[/code], les UV de la cellule seront limités." #: doc/classes/TileMap.xml msgid "The custom [Transform2D] to be applied to the TileMap's cells." -msgstr "" +msgstr "La [Transform2D] personnalisée appliquée aux cellules de la TileMap." #: doc/classes/TileMap.xml msgid "" @@ -64722,6 +66530,8 @@ msgstr "" #: doc/classes/TileMap.xml msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" +"Le mode d'orientation de la TileMap. Voir [enum Mode] pour les valeurs " +"possibles." #: doc/classes/TileMap.xml msgid "" @@ -65000,7 +66810,7 @@ msgstr "Retourne la texture normale de la carte de la tuile." #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's light occluder." -msgstr "" +msgstr "Retourne le décalage de l'occulteur de lumière de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile sub-region in the texture." @@ -65059,7 +66869,7 @@ msgstr "Retourne l'index selon Z (le claque d'affichage) de la tuile." #: doc/classes/TileSet.xml msgid "Sets a light occluder for the tile." -msgstr "" +msgstr "Définit l'occulteur de lumière pour la tuile." #: doc/classes/TileSet.xml msgid "Sets the tile's material." @@ -65084,7 +66894,7 @@ msgstr "Définit le polygone de navigation de la tuile." #: doc/classes/TileSet.xml msgid "Sets an offset for the tile's navigation polygon." -msgstr "" +msgstr "Définit le décalage du polygone de navigation de la tuile." #: doc/classes/TileSet.xml msgid "" @@ -65097,7 +66907,7 @@ msgstr "" #: doc/classes/TileSet.xml msgid "Sets an offset for the tile's light occluder." -msgstr "" +msgstr "Définit le décalage de l'occulteur de lumière de la tuile." #: doc/classes/TileSet.xml msgid "" @@ -65122,7 +66932,7 @@ msgstr "Définit la [Transform2D] de la forme de la tuile." #: doc/classes/TileSet.xml msgid "Sets an array of shapes for the tile, enabling collision." -msgstr "" +msgstr "Définit une liste de formes pour la tuile, activant les collisions." #: doc/classes/TileSet.xml msgid "Sets the tile's texture." @@ -65723,6 +67533,8 @@ msgid "" "Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." msgstr "" +"Construit une Transform à partir d'un [Quat]. L'origine sera " +"[code]Vector3(0, 0, 0)[/code]." #: doc/classes/Transform.xml msgid "" @@ -65779,14 +67591,14 @@ msgstr "" "d’axe normalisé (échelle de 1 ou -1)." #: doc/classes/Transform.xml -#, fuzzy msgid "" "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." msgstr "" -"Pivote ce vecteur autour de l'axe donné par [code]phi[/code] radians. L'axe " -"donné doit être normalisé." +"Retourne une copie de la transformation pivotée autour de l'axe [code]axis[/" +"code] donné de [code]angle[/code] radians, en utilisant la multiplication de " +"matrice. L'axe [code]axis[/code] doit être normalisé." #: doc/classes/Transform.xml #, fuzzy @@ -65822,6 +67634,12 @@ msgid "" "affine transformations (e.g. with scaling) see [method affine_inverse] " "method." msgstr "" +"La transformation inverse du [Vector3], [Plane], [AABB], ou " +"[PoolVector3Array] spécifié, en assumant que la transformation est composée " +"de rotation et translation (aucune mise à l'échelle). Équivalent à appeler " +"[code]inverse().xform(v)[/code] sur cette transformation. Pour les " +"transformations affines (c'est-à-dire avec mise à l'échelle), voir la " +"méthode [method affine_inverse]." #: doc/classes/Transform.xml msgid "" @@ -66213,6 +68031,8 @@ msgstr "Retourne l'index du dernier bouton pressé." msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" +"Retourne l'élément racine de l'arborescence, ou [code]null[/code] si " +"l'arborescence est vide." #: doc/classes/Tree.xml msgid "Returns the current scrolling position." @@ -66312,6 +68132,8 @@ msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." msgstr "" +"Émis quand le bouton de l'arborescence a été pressé (voir [method TreeItem." +"add_button])." #: doc/classes/Tree.xml msgid "Emitted when a cell is selected." @@ -66349,6 +68171,7 @@ msgstr "Émis quand la label d'un élément est double-cliqué." #: doc/classes/Tree.xml msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "" +"Émis quand un élément est réduit via un clic sur le flèche de réduction." #: doc/classes/Tree.xml msgid "" @@ -66387,7 +68210,7 @@ msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." -msgstr "" +msgstr "Émis quand un clic-gauche n'a sélectionné aucun élément." #: doc/classes/Tree.xml msgid "" @@ -66580,7 +68403,7 @@ msgstr "Le [StyleBox] utilisé pour le curseur, quand le [Tree] a le focus." #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" -"Le [StyleBox] utilisé pour le curseur, quand le [Tree] n'a pas le focus." +"La [StyleBox] utilisée pour le curseur, quand le [Tree] n'a pas le focus." #: doc/classes/Tree.xml msgid "" @@ -66616,7 +68439,7 @@ msgstr "" msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "" -"La [StyleBox] pour les éléments sélectionnés, quand le [Tree] est en focus." +"La [StyleBox] pour les éléments sélectionnés, quand le [Tree] a le focus." #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being hovered." @@ -66775,6 +68598,10 @@ 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" +"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]." #: doc/classes/TreeItem.xml msgid "Returns the parent TreeItem or a null object if there is none." @@ -66795,6 +68622,11 @@ 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" +"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]." #: doc/classes/TreeItem.xml msgid "Returns the value of a [constant CELL_MODE_RANGE] column." @@ -67331,6 +69163,8 @@ msgstr "" msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "" +"L'animation est interpolée avec un effet élastique, se balançant aux niveaux " +"des bornes." #: doc/classes/Tween.xml msgid "" @@ -67451,6 +69285,60 @@ msgid "" " connected = true\n" "[/codeblock]" msgstr "" +"Un simple serveur qui ouvre un port UDP et retourne les [PacketPeerUDP] " +"connecté pour recevoir de nouveaux paquets. Voir aussi [method PacketPeerUDP." +"connect_to_host].\n" +"Après avoir lancé le serveur (avec [method listen]), vous devez appeler " +"[method poll] régulièrement (ex. à l'intérieur de [method Node._process]) " +"pour qu'il traite les nouveaux paquets, les envoyer aux [PacketPeerUDP] " +"appropriés, ou recevoir de nouvelles connexions.\n" +"Voici une petit exemple sur la façon de l'utiliser :\n" +"[codeblock]\n" +"# server.gd\n" +"extends Node\n" +"\n" +"var server := UDPServer.new()\n" +"var peers = []\n" +"\n" +"func _ready():\n" +" server.listen(4242)\n" +"\n" +"func _process(delta):\n" +" server.poll() # Important !\n" +" if server.is_connection_available():\n" +" var peer : PacketPeerUDP = server.take_connection()\n" +" var pkt = peer.get_packet()\n" +" print(\"Pair accepté : %s:%s\" % [peer.get_packet_ip(), peer." +"get_packet_port()])\n" +" print(\"Données reçues: %s\" % [pkt.get_string_from_utf8()])\n" +" # Répondre pour qu'il sache qu'on a bien reçu le message.\n" +" peer.put_packet(pkt)\n" +" # Garder une référence pour qu'on puisse continuer de contacter le " +"pair distant.\n" +" peers.append(peer)\n" +"\n" +" for i in range(0, peers.size()):\n" +" pass # Faire quelque chose avec les pairs connectés.\n" +"\n" +"[/codeblock]\n" +"[codeblock]\n" +"# client.gd\n" +"extends Node\n" +"\n" +"var udp := PacketPeerUDP.new()\n" +"var connected = false\n" +"\n" +"func _ready():\n" +" udp.connect_to_host(\"127.0.0.1\", 4242)\n" +"\n" +"func _process(delta):\n" +" if !connected:\n" +" # Essai pour contacter le serveur\n" +" udp.put_packet(\"La réponse est... 42 !\".to_utf8())\n" +" if udp.get_available_packet_count() > 0:\n" +" print(\"Connecté : %s\" % udp.get_packet().get_string_from_utf8())\n" +" connected = true\n" +"[/codeblock]" #: doc/classes/UDPServer.xml msgid "" @@ -67464,6 +69352,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" +"Retourne [code]true[/code] si le socket est ouvert et écoute à un port." #: doc/classes/UDPServer.xml msgid "" @@ -67488,6 +69377,9 @@ msgid "" "[PacketPeerUDP] accepted via [method take_connection] (remote peers will not " "be notified)." msgstr "" +"Arrête le serveur, fermant le socket UDP si ouvert. Fermera toutes les " +"connexions [PacketPeerUDP] acceptées avec [method take_connection] (les " +"pairs distantes ne seront pas notifiés)." #: doc/classes/UDPServer.xml msgid "" @@ -67707,6 +69599,60 @@ msgid "" " thread.wait_to_finish()\n" "[/codeblock]" msgstr "" +"Fournis un fonctionnalité UPNP pour découvrir des appareils [UPNPDevice] sur " +"le réseau local et lancer des commandes sur eux, comme la gestion des ports " +"(port forwarding) et requêter les adresses IP locales et distantes. À noter " +"que les méthodes de cette classe sont synchrones et bloquent le fil " +"d'exécution que les appelle.\n" +"Pour le forward d'un port :\n" +"[codeblock]\n" +"const PORT = 7777\n" +"var upnp = UPNP.new()\n" +"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" +"upnp.add_port_mapping(port)\n" +"[/codeblock]\n" +"Pour fermer le port spécifié (ex. après avoir fini de l'utiliser) :\n" +"[codeblock]\n" +"upnp.delete_port_mapping(port)\n" +"[/codeblock]\n" +"[b]Note :[/b] la découverte UPnP bloque le fil d'exécution que l'appelle. " +"Pour ne pas bloquer le fil d'exécution principal, utilisez les [Thread] " +"comme ceci :\n" +"[codeblock]\n" +"# Émis quand la configuration d'un port UPnP est fini (peu importe si c'est " +"un succès ou un échec).\n" +"signal upnp_completed(error)\n" +"\n" +"# Remplacer ceci avec le port de votre serveur compris entre 1025 et 65535.\n" +"const SERVER_PORT = 3928\n" +"var thread = null\n" +"\n" +"func _upnp_setup(server_port):\n" +" # Les requêtes UPNP prennent un peu de temps\n" +" var upnp = UPNP.new()\n" +" var err = upnp.discover()\n" +"\n" +" if err != OK:\n" +" push_error(str(err))\n" +" emit_signal(\"upnp_completed\", err)\n" +" return\n" +"\n" +" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n" +" upnp.add_port_mapping(server_port, server_port, ProjectSettings." +"get_setting(\"application/config/name\"), \"UDP\")\n" +" upnp.add_port_mapping(server_port, server_port, ProjectSettings." +"get_setting(\"application/config/name\"), \"TCP\")\n" +" emit_signal(\"upnp_completed\", OK)\n" +"\n" +"func _ready():\n" +" thread = Thread.new()\n" +" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n" +"\n" +"func _exit_tree():\n" +" # Attendre ici que le fil d'exécution se termine avant que le jeu ne " +"quitte.\n" +" thread.wait_to_finish()\n" +"[/codeblock]" #: modules/upnp/doc_classes/UPNP.xml msgid "Adds the given [UPNPDevice] to the list of discovered devices." @@ -68233,6 +70179,9 @@ msgid "" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" +"Obsolète, veuillez plutôt utiliser [method limit_length].\n" +"Retourne le vecteur avec sa longueur limitée par la valeur maximale " +"[code]length[/code]." #: doc/classes/Vector2.xml msgid "" @@ -68328,6 +70277,8 @@ msgid "" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" +"Retourne le vecteur avec sa longueur maximale limitée par la longueur " +"[code]length[/code]." #: doc/classes/Vector2.xml msgid "" @@ -69027,7 +70978,7 @@ msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." -msgstr "" +msgstr "Retourne le fichier vidéo Ogg Theora géré par ce [VideoStreamTheora]." #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "" @@ -69117,12 +71068,16 @@ msgid "" "Returns the first valid [World] for this viewport, searching the [member " "world] property of itself and any Viewport ancestor." msgstr "" +"Retourne le premier [World] valide de cette fenêtre d'affichage, en " +"cherchant dans sa propriété [member world] ainsi que celle de ses parents." #: doc/classes/Viewport.xml msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." msgstr "" +"Retourne le premier [World2D] valide de cette fenêtre d'affichage, en " +"cherchant dans sa propriété [member world] ainsi que celle de ses parents." #: doc/classes/Viewport.xml msgid "Returns the active 3D camera." @@ -69445,6 +71400,8 @@ msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "" +"Si [code]true[/code], la fenêtre d'affichage doit faire le rendu de " +"l'arrière-plan de manière transparente." #: doc/classes/Viewport.xml msgid "The rendering mode of viewport." @@ -70018,7 +71975,7 @@ msgstr "Ajoute un signal personnalisé avec le nom spécifié au VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a function with the specified name to the VisualScript." -msgstr "" +msgstr "Ajoute une fonction avec le nom spécifié au VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a node to a function of the VisualScript." @@ -70088,7 +72045,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the position of the center of the screen for a given function." -msgstr "" +msgstr "Retourne la position du centre de l'écran pour la fonction donnée." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node given its id and its function." @@ -70142,7 +72099,7 @@ msgstr "Supprime un signal personnalisé avec le nom donné." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific function and its nodes from the script." -msgstr "" +msgstr "Retirer la fonction spécifiée et ses nœuds du script." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific node." @@ -70392,6 +72349,8 @@ msgid "" "Return the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code]." msgstr "" +"Retourne le résultat de la valeur [code]value[/code] moins [code]step[/code] " +"* [code]amount[/code]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" @@ -70413,10 +72372,8 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml -#, fuzzy msgid "Return a random floating-point value between the two inputs." -msgstr "" -"Retourne une valeur aléatoire à virgule flottante entre les deux entrées." +msgstr "Retourne un flottant aléatoire compris entre les deux entrées." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Set the seed for the random number generator." @@ -70577,7 +72534,6 @@ msgstr "" "disponibles." #: modules/visual_script/doc_classes/VisualScriptComment.xml -#, fuzzy msgid "A Visual Script node used to annotate the script." msgstr "Un nœud Visual Script utilisé pour annoter le script." @@ -70614,7 +72570,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptCondition.xml msgid "A Visual Script node which branches the flow." -msgstr "" +msgstr "Un nœud Visual Script qui change le flux." #: modules/visual_script/doc_classes/VisualScriptCondition.xml msgid "" @@ -70654,7 +72610,7 @@ msgstr "La valeur de la constante." #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "A Visual Script node which calls a base type constructor." -msgstr "" +msgstr "Un nœud Visual Script qui appelle le constructeur du type de base." #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "" @@ -70754,7 +72710,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return whether the custom node has an input [b]sequence[/b] port." -msgstr "" +msgstr "Retourne si le nœud personnalisé à un port d'entrée [b]sequence[/b]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" @@ -71299,7 +73255,7 @@ msgstr "Modifier la valeur par défaut du port spécifié." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Emitted when the available input/output ports are changed." -msgstr "" +msgstr "Émis quand les ports entrants/sortants sont changés." #: modules/visual_script/doc_classes/VisualScriptOperator.xml #, fuzzy @@ -71337,6 +73293,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "Creates a new [Resource] or loads one from the filesystem." msgstr "" +"Crée une nouvelle [Resource] ou la charge depuis le système de fichiers." #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "" @@ -71904,6 +73861,8 @@ msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." msgstr "" +"Définit l'environnement utilisé par cette caméra. Équivalent à [member " +"Camera.environment]." #: doc/classes/VisualServer.xml msgid "" @@ -72137,11 +74096,15 @@ msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" +"Définit l'index Z du [CanvasItem], c'est sa position d'affichage (les plus " +"faibles index seront affichés avant les autres)." #: doc/classes/VisualServer.xml msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" +"Attache une lumière de canevas à une instance. Retire la lumière " +"précédemment assignée à cette instance." #: doc/classes/VisualServer.xml #, fuzzy @@ -72164,6 +74127,8 @@ msgstr "" msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "" +"Attache un occulteur de lumière à une instance. Retire l'occulteur " +"précédemment assigné à cette instance." #: doc/classes/VisualServer.xml #, fuzzy @@ -72398,6 +74363,7 @@ msgstr "Définit l'intensité de la couleur de l'arrière-plan." #: doc/classes/VisualServer.xml msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" +"Définit le claque maximal à utiliser si l'arrière-plan utilise un canevas." #: doc/classes/VisualServer.xml msgid "" @@ -72498,11 +74464,12 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the id of the test cube. Creates one if none exists." -msgstr "" +msgstr "Retourne l'identifiant du cube de test. En crée un si aucun n'existe." #: doc/classes/VisualServer.xml msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" +"Retourne l'identifiant de la texture de test. En crée une si aucune n'existe." #: doc/classes/VisualServer.xml msgid "" @@ -72522,6 +74489,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the id of a white texture. Creates one if none exists." msgstr "" +"Retourn l'identifiant de la texture blanche. En crée une si aucune n'existe." #: doc/classes/VisualServer.xml #, fuzzy @@ -72742,6 +74710,8 @@ msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" +"Termine la création de la [ImmediateGeometry] et l'affiche. Équivalent à " +"[method ImmediateGeometry.end]." #: doc/classes/VisualServer.xml msgid "Returns the material assigned to the [ImmediateGeometry]." @@ -72808,6 +74778,8 @@ msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" +"Attache un squelette à une instance. Retire le squelette précédemment " +"assigné à cette instance." #: doc/classes/VisualServer.xml #, fuzzy @@ -72861,6 +74833,8 @@ msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" +"Définit le drapeau pour un [enum InstanceFlags] spécifié. Voir [enum " +"InstanceFlags] pour plus de détails." #: doc/classes/VisualServer.xml msgid "" @@ -72923,6 +74897,8 @@ msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." msgstr "" +"Définit le matériau de la surface spécifiée. Équivalent à [method " +"MeshInstance.set_surface_material]." #: doc/classes/VisualServer.xml msgid "" @@ -73397,6 +75373,8 @@ msgstr "" msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" +"Retourne le RID du maillage qui sera utilisé pour l'affichage de ce " +"multimesh." #: doc/classes/VisualServer.xml msgid "Returns the number of visible instances for this multimesh." @@ -73425,6 +75403,8 @@ msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "" +"Définit la couleur dans laquelle l'instance sera teintée. Équivalent à " +"[method MultiMesh.set_instance_color]." #: doc/classes/VisualServer.xml msgid "" @@ -73467,6 +75447,8 @@ msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "" +"Définit le maillage à utiliser pour le multimesh. Équivalent à [member " +"MultiMesh.mesh]." #: doc/classes/VisualServer.xml msgid "" @@ -73530,6 +75512,8 @@ msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" +"Retourne [code]true[/code] si les particules ne sont pas émises et qu'elles " +"sont inactives." #: doc/classes/VisualServer.xml msgid "" @@ -73544,6 +75528,8 @@ msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." msgstr "" +"Réinitialise les particules à la prochaine mise à jour. Équivalent à [method " +"Particles.restart]." #: doc/classes/VisualServer.xml msgid "" @@ -73583,6 +75569,8 @@ msgstr "" msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" +"Définit la [Transform] qui sera utilisée par les particules au début de leur " +"émission." #: doc/classes/VisualServer.xml msgid "" @@ -73799,6 +75787,8 @@ msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" +"Définit le [enum ScenarioDebugMode] pour ce scénario. Voir [enum " +"ScenarioDebugMode] pour les options." #: doc/classes/VisualServer.xml msgid "Sets the environment that will be used with this scenario." @@ -73900,6 +75890,7 @@ msgstr "Définit le code d'un shader." #: doc/classes/VisualServer.xml msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" +"Définit la texture par défaut du shader. Écrase la texture donnée en nom." #: doc/classes/VisualServer.xml msgid "Allocates the GPU buffers for this skeleton." @@ -74180,6 +76171,8 @@ msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" +"Retourne les informations de rendu de la fenêtre d'affichage. Pour les " +"options, voir les constantes de [enum ViewportRenderInfo]." #: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." @@ -74210,12 +76203,16 @@ msgstr "Définit la transformation du canevas de la fenêtre d'affichage." msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" +"Définit le mode d'effacement de la fenêtre d'affichage. Voir [enum " +"ViewportClearMode] pour les options." #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" +"Définit le mode d'affichage de débogage de la fenêtre d'affichage. Voir " +"[enum ViewportDebugDraw] pour les options." #: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." @@ -74243,6 +76240,7 @@ msgstr "Si [code]true[/code], l'interpolation fait une boucle." #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" +"Si [code]true[/code], le canevas de la fenêtre d'affichage n'est pas rendu." #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." @@ -74473,6 +76471,8 @@ msgid "" "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled." msgstr "" +"Le drapeau par défaut. [constant TEXTURE_FLAG_MIPMAPS], [constant " +"TEXTURE_FLAG_REPEAT] et [constant TEXTURE_FLAG_FILTER] sont actifs." #: doc/classes/VisualServer.xml msgid "Shader is a 3D shader." @@ -74710,11 +76710,11 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Use more detail vertically when computing shadow map." -msgstr "" +msgstr "Utilise plus de détails verticalement lors du calcul des ombres." #: doc/classes/VisualServer.xml msgid "Use more detail horizontally when computing shadow map." -msgstr "" +msgstr "Utilise plus de détails horizontalement lors du calcul des ombres." #: doc/classes/VisualServer.xml msgid "Use orthogonal shadow projection for directional light." @@ -74725,10 +76725,14 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Use 2 splits for shadow projection when using directional light." msgstr "" +"Utilise 2 divisions pour la projection des ombres pour les lumières " +"directionnelles." #: doc/classes/VisualServer.xml msgid "Use 4 splits for shadow projection when using directional light." msgstr "" +"Utilise 4 divisions pour la projection des ombres pour les lumières " +"directionnelles." #: doc/classes/VisualServer.xml msgid "" @@ -74772,6 +76776,8 @@ msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" +"La fenêtre d'affichage sera effacée une seule fois, puis passera en mode " +"[constant VIEWPORT_CLEAR_NEVER]." #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." @@ -74942,14 +76948,14 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -#, fuzzy msgid "Allows the instance to be used in baked lighting." -msgstr "" -"Autorise une instance à pouvoir être utilisé pour le baking des lumières." +msgstr "Autorise l'instance à être utilisée pour le baking des lumières." #: doc/classes/VisualServer.xml msgid "When set, manually requests to draw geometry on next frame." msgstr "" +"Quand définit, demande manuellement l'affichage des géométries lors de la " +"trame suivante." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceFlags] enum." @@ -75034,15 +77040,15 @@ msgstr "Utiliser le filtre PCF13 pour lisser les ombres des canevas." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is disabled." -msgstr "" +msgstr "Le culling de l'occulteur du canevas est désactivé." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is clockwise." -msgstr "" +msgstr "Le culling de l'occulteur du canevas est dans le sens horaire." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is counterclockwise." -msgstr "" +msgstr "Le culling de l'occulteur du canevas est dans le sens anti-horaire." #: doc/classes/VisualServer.xml msgid "The amount of objects in the frame." @@ -75140,6 +77146,8 @@ msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" +"La sonde de réfléchissement sera mise à jour à chaque trame. Ce mode est " +"nécessaire pour capturer les objets se déplaçant." #: doc/classes/VisualServer.xml msgid "Draw particles in the order that they appear in the particles array." @@ -75181,6 +77189,8 @@ msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "" +"Ne pas nettoyer l'arrière-plan, et utilise ce qui a été rendu lors de trame " +"précédente pour l'arrière-plan." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum EnvironmentBG] enum." @@ -75199,10 +77209,12 @@ msgstr "Utiliser une qualité de flou médium." #: doc/classes/VisualServer.xml msgid "Used highest blur quality. Looks the best, but is the slowest." msgstr "" +"Le meilleur niveau de qualité de flou. Apparait comme le meilleur, mais " +"c'est aussi le plus lent." #: doc/classes/VisualServer.xml msgid "Add the effect of the glow on top of the scene." -msgstr "" +msgstr "Ajoute un effet de lueur sur la scène." #: doc/classes/VisualServer.xml msgid "" @@ -75341,6 +77353,8 @@ msgid "" "Returns the shader node instance with specified [code]type[/code] and " "[code]id[/code]." msgstr "" +"Retourne l'instance de nœud de shader avec le [code]type[/code] et " +"l'identifiant [code]id[/code] spécifiés." #: doc/classes/VisualShader.xml msgid "Returns the list of connected nodes with the specified type." @@ -75358,6 +77372,8 @@ msgstr "Retourne la position du nœud spécifié dans le graphique du nuanceur." msgid "" "Returns [code]true[/code] if the specified node and port connection exist." msgstr "" +"Retourne [code]true[/code] si le nœud et le port de connexion spécifiés " +"existent." #: doc/classes/VisualShader.xml msgid "Removes the specified node from the shader." @@ -75488,7 +77504,7 @@ msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant which represents a state of this node." -msgstr "" +msgstr "Un booléen constant qui représente l'état de ce nœud." #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "A boolean uniform to be used within the visual shader graph." @@ -75530,7 +77546,7 @@ msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant which represents a state of this node." -msgstr "" +msgstr "Une [Color] constante qui représente l'état de ce nœud." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "A [Color] function to be used within the visual shader graph." @@ -75541,11 +77557,15 @@ msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." msgstr "" +"Accepte une [Color] pour le port d'entrée et la transforme en fonction de " +"[member function]." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "" +"Une fonction à appliquer à la couleur d'entrée. Voir [enum Function] pour " +"les options." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" @@ -75558,6 +77578,14 @@ msgid "" "return vec3(max3, max3, max3);\n" "[/codeblock]" msgstr "" +"Convertit une couleur en niveau de gris à partir de la formule suivante :\n" +"[codeblock]\n" +"vec3 c = input;\n" +"float max1 = max(c.r, c.g);\n" +"float max2 = max(max1, c.b);\n" +"float max3 = max(max1, max2);\n" +"return vec3(max3, max3, max3);\n" +"[/codeblock]" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" @@ -75570,6 +77598,14 @@ msgid "" "return vec3(r, g, b);\n" "[/codeblock]" msgstr "" +"Applique un effet sépia à partir de la formule suivante :\n" +"[codeblock]\n" +"vec3 c = input;\n" +"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n" +"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n" +"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n" +"return vec3(r, g, b);\n" +"[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "A [Color] operator to be used within the visual shader graph." @@ -75609,6 +77645,10 @@ msgid "" "result = min(a, b);\n" "[/codeblock]" msgstr "" +"Produit un effet d'assombrissement à partir de la formule suivante :\n" +"[codeblock]\n" +"result = min(a, b);\n" +"[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" @@ -75617,6 +77657,10 @@ msgid "" "result = max(a, b);\n" "[/codeblock]" msgstr "" +"Produit un effet d'éclaircissement à partir de la formule suivante :\n" +"[codeblock]\n" +"result = max(a, b);\n" +"[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" @@ -75708,6 +77752,8 @@ msgid "" "Extra condition which is applied if [member type] is set to [constant " "CTYPE_VECTOR]." msgstr "" +"Une condition supplémentaire qui sera appliquée si [member type] est à " +"[constant CTYPE_VECTOR]." #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function. See [enum Function] for options." @@ -76185,6 +78231,9 @@ msgid "" "Returns a [String] description of the output ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" +"Retourne une [String] de description des ports sortants sous forme de liste " +"séparée par une virgule avec le format [code]identifiant,type,nom;[/code] " +"(voir [method add_output_port])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified input port exists." @@ -76250,7 +78299,7 @@ msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "The size of the node in the visual shader graph." -msgstr "" +msgstr "La taille du nœud dans le graphe du visual shader." #: doc/classes/VisualShaderNodeInput.xml msgid "" @@ -76342,12 +78391,13 @@ msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml msgid "The derivative type. See [enum Function] for options." -msgstr "" +msgstr "Le type de dérivation. Voir [enum Function] pour les options.." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "" +"La somme d'une dérivation absolue dans [code]x[/code] et [code]y[/code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml @@ -76363,6 +78413,8 @@ msgstr "Dérive selon [code]y[/code] par différenciation locale." msgid "" "Linearly interpolates between two scalars within the visual shader graph." msgstr "" +"Produit une interpolation linéaire entre deux scalaires dans le graphe du " +"visual shader." #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." @@ -76391,6 +78443,8 @@ msgid "" "Returns an associated scalar if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" +"Retourne le scalaire associé si le booléen donné est [code]true[/code] ou " +"[code]false[/code]." #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" @@ -76447,6 +78501,8 @@ msgid "" "Returns an associated vector if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" +"Retourne le vecteur associé si le booléen donné est [code]true[/code] ou " +"[code]false[/code]." #: doc/classes/VisualShaderNodeTexture.xml msgid "Performs a texture lookup within the visual shader graph." @@ -76747,7 +78803,7 @@ msgstr "Un [Vector3] constant à utiliser dans le graphe de shader visuel." #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A constant [Vector3], which can be used as an input node." -msgstr "" +msgstr "Un [Vector3] constant, qui peut être utilisé comme un nœud d'entrée." #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant which represents the state of this node." @@ -76775,6 +78831,8 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "Composes a [Vector3] from three scalars within the visual shader graph." msgstr "" +"Construit un [Vector3] à partir de trois scalaires dans le graphe de visual " +"shader." #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "" @@ -76802,7 +78860,7 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "A derivative type. See [enum Function] for options." -msgstr "" +msgstr "Un type de dérivation. Voir [enum Function] pour les options.." #: doc/classes/VisualShaderNodeVectorDistance.xml msgid "" @@ -76823,6 +78881,8 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A vector function to be used within the visual shader graph." msgstr "" +"Une fonction vectorielle qui peut être utilisée dans le graphe de visual " +"shader." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A visual shader node able to perform different functions using vectors." @@ -77009,6 +79069,7 @@ msgstr "Sera traduit en [code]length(p0)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "A vector operator to be used within the visual shader graph." msgstr "" +"Un opérateur vectoriel qui peut être utilisé dans le graphe de visual shader." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" @@ -77502,6 +79563,10 @@ msgid "" "[b]Note:[/b] You cannot reuse this object for a new connection unless you " "call [method initialize]." msgstr "" +"Ferme la connexion de ce pair et tous les canaux de données lui étant " +"associés.\n" +"[b]Note :[/b] Vous ne pouvez pas réutiliser cet objet pour une nouvelle " +"connexion sans appeler [method initialize]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" @@ -77540,6 +79605,43 @@ msgid "" "[b]Note:[/b] You must keep a reference to channels created this way, or it " "will be closed." msgstr "" +"Retourne un nouveau [WebRTCDataChannel] (ou [code]null[/code] en cas " +"d'échec) avec le [code]label[/code] spécifié et avec le dictionnaire de " +"configuration [code]options[/code] facultatif. Cette méthode ne peut être " +"uniquement appelée quand la connexion est à l'état [constant STATE_NEW].\n" +"Il y a deux façon de créer un canal de données fonctionnant : soit appeler " +"[method create_data_channel] sur seulement un des pairs et écouter [signal " +"data_channel_received] sur les autres, ou alors appeler [method " +"create_data_channel] sur les deux pairs, avec les mêmes valeurs, et avec " +"l'option [code]negotiated[/code] à [code]true[/code].\n" +"Les [code]options[/code] valides sont :\n" +"[codeblock]\n" +"{\n" +" \"negotiated\": true, # Quand à \"true\" (désactivé par défaut), le " +"canal est négocié en dehors de la bande. \"id\" doit aussi être défini. " +"\"data_channel_received\" ne sera pas appelé.\n" +" \"id\": 1, # Quand \"negotiated\" est \"true\", cette valeur doit aussi " +"être définie avec la même valeur pour les deux pairs.\n" +"\n" +" # Seulement un des deux de maxRetransmits ou maxPacketLifeTime peut être " +"spécifié. Ils font que le canal est moins fiable (mais meilleur pour le " +"temps réel).\n" +" \"maxRetransmits\": 1, # Spécifie le nombre maximal de tentative que le " +"pair fera pour renvoyer les paquets qui n'ont pas été acceptés.\n" +" \"maxPacketLifeTime\": 100, # Spécifie le temps maximal avant " +"d'abandonner le fait de renvoyer les paquets qui n'ont pas été acceptés (in " +"milliseconds).\n" +" \"ordered\": true, # Quand un mode non fiable (que soit " +"\"maxRetransmits\" ou \"maxPacketLifetime\" est défini), " +"\"ordered\" (\"true\" par défaut) spécifie si l'ordre des paquets doit être " +"respecté.\n" +"\n" +" \"protocol\": \"my-custom-protocol\", # Un sous-protocol personnalisé " +"pour ce canal.\n" +"}\n" +"[/codeblock]\n" +"[b]Note :[/b] Vous devez garder une référence aux canaux créés de cette " +"manière, ou alors ils sont fermés." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" @@ -77586,6 +79688,28 @@ msgid "" "}\n" "[/codeblock]" msgstr "" +"Ré-initialise la connection de ce pair, fermant une précédente connexion " +"active, et retourne à l'état [constant STATE_NEW]. Un dictionnaire de " +"[code]options[/code] peut être passé pour configurer la connexion du pair.\n" +"Les [code]options[/code] valides sont :\n" +"[codeblock]\n" +"{\n" +" \"iceServers\": [\n" +" {\n" +" \"urls\": [ \"stun:stun.example.com:3478\" ], # Un ou plusieurs " +"serveurs STUN.\n" +" },\n" +" {\n" +" \"urls\": [ \"turn:turn.example.com:3478\" ], # Un ou plusieurs " +"serveurs TURN.\n" +" \"username\": \"a_username\", # Le nom d'utilisateur facultatif " +"pour le serveur TURN.\n" +" \"credential\": \"a_password\", # Le mot de passe facultatif " +"pour le serveur TURN.\n" +" }\n" +" ]\n" +"}\n" +"[/codeblock]" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" @@ -78630,6 +80754,8 @@ msgstr "" #: doc/classes/XMLParser.xml msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" +"Retourne l'actuelle ligne du fichier interprété (actuellement non " +"implémenté)." #: doc/classes/XMLParser.xml msgid "" diff --git a/doc/translations/gl.po b/doc/translations/gl.po index ae1ecf4fb4..65371b9f89 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -935,11 +935,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -983,37 +984,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4108,17 +4108,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4146,9 +4153,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4172,8 +4179,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4225,6 +4235,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4740,11 +4760,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5779,7 +5799,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6969,7 +6992,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7014,10 +7040,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7155,11 +7185,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8294,7 +8328,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8516,7 +8550,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11627,17 +11661,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13886,7 +13920,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13982,7 +14018,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22388,6 +22426,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25969,9 +26011,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34493,13 +34548,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35205,6 +35260,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35268,6 +35329,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35294,6 +35361,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35315,6 +35388,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35787,17 +35866,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35818,7 +35937,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35864,6 +35986,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35900,6 +36026,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37084,7 +37214,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37092,8 +37222,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37387,14 +37517,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37527,6 +37649,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37688,6 +37819,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38928,7 +39077,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38950,7 +39099,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44277,6 +44427,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45070,6 +45229,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48515,19 +48678,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53357,8 +53507,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53379,8 +53536,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/hi.po b/doc/translations/hi.po index 7d82f6cba4..5131f43244 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -934,11 +934,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -982,37 +983,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4107,17 +4107,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4145,9 +4152,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4171,8 +4178,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4224,6 +4234,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4739,11 +4759,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5778,7 +5798,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6968,7 +6991,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7013,10 +7039,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7154,11 +7184,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8293,7 +8327,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8515,7 +8549,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11626,17 +11660,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13885,7 +13919,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13981,7 +14017,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22387,6 +22425,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25968,9 +26010,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34492,13 +34547,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35204,6 +35259,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35267,6 +35328,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35293,6 +35360,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35314,6 +35387,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35786,17 +35865,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35817,7 +35936,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35863,6 +35985,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35899,6 +36025,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37083,7 +37213,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37091,8 +37221,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37386,14 +37516,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37526,6 +37648,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37687,6 +37818,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38927,7 +39076,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38949,7 +39098,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44276,6 +44426,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45069,6 +45228,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48514,19 +48677,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53356,8 +53506,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53378,8 +53535,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/hu.po b/doc/translations/hu.po index 24b9a5c93d..f6383a95dd 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -952,11 +952,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1000,37 +1001,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4125,17 +4125,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4163,9 +4170,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4189,8 +4196,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4242,6 +4252,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4757,11 +4777,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5796,7 +5816,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6986,7 +7009,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7031,10 +7057,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7172,11 +7202,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8311,7 +8345,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8533,7 +8567,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11644,17 +11678,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13903,7 +13937,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13999,7 +14035,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22405,6 +22443,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25986,9 +26028,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34510,13 +34565,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35222,6 +35277,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35285,6 +35346,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35311,6 +35378,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35332,6 +35405,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35804,17 +35883,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35835,7 +35954,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35881,6 +36003,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35917,6 +36043,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37101,7 +37231,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37109,8 +37239,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37404,14 +37534,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37544,6 +37666,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37705,6 +37836,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38945,7 +39094,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38967,7 +39116,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44294,6 +44444,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45087,6 +45246,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48532,19 +48695,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53374,8 +53524,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53396,8 +53553,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/id.po b/doc/translations/id.po index 8c9d0937bf..c2b6000173 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -14,12 +14,13 @@ # zephyroths <ridho.hikaru@gmail.com>, 2022. # ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022. # Reza Almanda <rezaalmanda27@gmail.com>, 2022. +# Tsaqib Fadhlurrahman Soka <sokatsaqib@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: 2022-04-08 07:11+0000\n" -"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n" +"PO-Revision-Date: 2022-05-15 09:38+0000\n" +"Last-Translator: Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>\n" "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/id/>\n" "Language: id\n" @@ -27,7 +28,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -43,7 +44,7 @@ msgstr "Properti" #: doc/tools/make_rst.py msgid "Methods" -msgstr "Metode" +msgstr "Method" #: doc/tools/make_rst.py msgid "Theme Properties" @@ -59,7 +60,7 @@ msgstr "Enumerasi" #: doc/tools/make_rst.py msgid "Constants" -msgstr "Konstanta" +msgstr "konstan" #: doc/tools/make_rst.py msgid "Property Descriptions" @@ -91,7 +92,7 @@ msgstr "Bawaan" #: doc/tools/make_rst.py msgid "Setter" -msgstr "" +msgstr "Setter" #: doc/tools/make_rst.py msgid "value" @@ -99,7 +100,7 @@ msgstr "nilai" #: doc/tools/make_rst.py msgid "Getter" -msgstr "" +msgstr "Pengumpul" #: doc/tools/make_rst.py msgid "" @@ -1322,11 +1323,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Rentang acak, setiap nilai floating point antara [code]from[/code] dan " "[code]to[/code].\n" @@ -1380,37 +1382,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4518,17 +4519,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4556,9 +4564,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4582,8 +4590,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4635,6 +4646,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5150,11 +5171,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -6190,7 +6211,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7380,7 +7404,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7425,10 +7452,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7566,11 +7597,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8705,7 +8740,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8927,7 +8962,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12038,17 +12073,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14298,7 +14333,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14394,7 +14431,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22800,6 +22839,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26387,9 +26430,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34912,13 +34968,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35630,6 +35686,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35696,6 +35758,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." @@ -35723,6 +35791,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35744,6 +35818,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." @@ -36218,17 +36298,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36249,7 +36369,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36295,6 +36418,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -36331,6 +36458,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37070,7 +37201,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "Node dan Scene" #: doc/classes/Node.xml msgid "All Demos" @@ -37517,7 +37648,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37525,8 +37656,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37820,14 +37951,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37960,6 +38083,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38121,6 +38253,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39362,7 +39512,7 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39384,7 +39534,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44728,6 +44879,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45522,6 +45682,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48967,19 +49131,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53810,8 +53961,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53832,8 +53990,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/is.po b/doc/translations/is.po index 90fb6e951b..59dc923b45 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -934,11 +934,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -982,37 +983,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4107,17 +4107,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4145,9 +4152,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4171,8 +4178,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4224,6 +4234,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4739,11 +4759,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5778,7 +5798,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6968,7 +6991,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7013,10 +7039,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7154,11 +7184,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8293,7 +8327,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8515,7 +8549,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11626,17 +11660,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13885,7 +13919,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13981,7 +14017,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22387,6 +22425,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25968,9 +26010,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34492,13 +34547,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35204,6 +35259,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35267,6 +35328,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35293,6 +35360,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35314,6 +35387,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35786,17 +35865,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35817,7 +35936,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35863,6 +35985,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35899,6 +36025,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37083,7 +37213,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37091,8 +37221,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37386,14 +37516,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37526,6 +37648,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37687,6 +37818,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38927,7 +39076,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38949,7 +39098,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44276,6 +44426,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45069,6 +45228,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48514,19 +48677,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53356,8 +53506,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53378,8 +53535,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/it.po b/doc/translations/it.po index f5f588a6ae..31cfb31aca 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -1508,12 +1508,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Un range casuale, un qualsiasi numero in virgola mobile tra [code]from[/" "code] e [code]to[/code]\n" @@ -1588,37 +1590,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -5100,17 +5101,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -5138,9 +5146,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -5164,8 +5172,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -5217,6 +5228,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5733,12 +5754,12 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml #, fuzzy msgid "Linear interpolation." msgstr "Interpolazione lineare." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml #, fuzzy msgid "Cubic interpolation." msgstr "Interpolazione cubica." @@ -6775,7 +6796,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7981,7 +8005,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -8026,10 +8053,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -8167,11 +8198,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -9310,7 +9345,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -9532,7 +9567,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12654,17 +12689,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14924,7 +14959,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -15021,7 +15058,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -23531,6 +23570,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -27129,9 +27173,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -35686,13 +35743,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -36405,6 +36462,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto." @@ -36475,6 +36538,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Restituisce l'arco-seno del parametro." @@ -36502,6 +36571,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." @@ -36525,6 +36600,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Restituisce il seno del parametro." @@ -37010,19 +37091,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]with[/code]." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -37041,7 +37163,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -37088,6 +37213,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/NavigationObstacle.xml 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." @@ -37124,6 +37254,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -38313,7 +38448,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -38321,8 +38456,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -38616,14 +38751,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -38756,6 +38883,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38917,6 +39053,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -40165,7 +40319,7 @@ msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -40187,7 +40341,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -45558,6 +45713,16 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -46354,6 +46519,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -49800,19 +49969,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -54653,8 +54809,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -54675,8 +54838,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/ja.po b/doc/translations/ja.po index 463133444e..1b5c884316 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -1463,12 +1463,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "[code]from[/code] から [code]to[/code] までの間で、ランダムな値を浮動小数点数" "として生成します。\n" @@ -1538,39 +1540,37 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1579,45 +1579,6 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"与えられた範囲での配列を返します。 範囲の指定には1つの引数 [code]N[/code] (0 " -"から [code]N[/code] - 1 まで) 、2つの引数([code]initial[/code], [code]final " -"- 1[/code]) または3つの引数([code]initial[/code], [code]final - 1[/code], " -"[code]increment[/code]) があります。もし範囲が不正な値 (例えば " -"[code]range(2, 5, -1)[/code] や [code]range(5, 5, 1)[/code]) だった場合は空の" -"配列が返されます。\n" -"与えられた範囲での配列を返します。 [code]range()[/code] は1つの引数N " -"([code]0[/code] から [code]N - 1[/code] まで) 、二つの引数 ([code]initial[/" -"code], [code]final - 1[/code]) または3つの引数 ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]) をもちます。 " -"[code]increment[/code] は負の値にもなります。もし [code]increment[/code] が負" -"の値ならば、 [code]final - 1[/code] は [code]final + 1[/code] になります。ま" -"た、その initial の値もループを実行するために final の値より大きくなければい" -"けません。\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"出力:\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" -"[/codeblock]\n" -"[Array] を逆順で出力するには、このように使用してください:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" -"[/codeblock]\n" -"出力:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -5269,17 +5230,25 @@ msgid "Maximum value for the mode enum." msgstr "モード用enumの最大値。" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, fuzzy +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "アニメーション用に複数のテクスチャを使用できるSpriteノード。" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -5311,9 +5280,10 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "現在のアニメーションを停止します (frameカウンターはリセットされない)。" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "[code]frames[/code] リソースからの現在のアニメーション。この値が変わると、" @@ -5339,9 +5309,12 @@ msgstr "[code]true[/code] であれば、テクスチャは垂直に反転され msgid "The displayed animation frame's index." msgstr "表示されているアニメーションフレームのインデックス。" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "アニメーションを格納している [SpriteFrames] リソース。" +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5401,6 +5374,18 @@ msgstr "" "[code]anim[/code] という名前のアニメーションを再生します。[code]anim[/code] " "が指定されていない場合は、現在のアニメーションを再生します。" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" +"[code]frames[/code] リソースからの現在のアニメーション。この値が変わると、" +"[code]frame[/code] カウンタはリセットされます。" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "アニメーションを格納している [SpriteFrames] リソース。" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "シンプルなフレームベース アニメーションのためのプロキシ テクスチャ。" @@ -6112,11 +6097,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "補間なし (直近の値) 。" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "線形補間。" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "キュービック補間。" @@ -7413,11 +7398,15 @@ msgstr "" "code] に変更します。" #: doc/classes/AnimationPlayer.xml +#, fuzzy msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" "アニメーションを [code]seconds[/code] (秒) 時点までシークします。もし " "[code]update[/code] が [code]true[/code] であればアニメーションも同時更新さ" @@ -9056,7 +9045,10 @@ msgstr "" "配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する" "のと同じです。" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "要素の配列内での出現回数を返します。" @@ -9107,10 +9099,15 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "配列の値を検索し、そのインデックスを返すか、見つからなかった場合は [code]-1[/" "code] を返します。オプションで、検索の開始位置を渡せます。" @@ -9278,11 +9275,16 @@ msgstr "" "くすれば、要素は除去され、大きくすれば、新しい要素は[code]null[/code]になりま" "す。" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" "配列を逆順に検索します。オプションで、検索開始インデックスを渡すことができま" "す。負の値を指定した場合、開始インデックスは配列の末尾からの相対的なものとみ" @@ -10592,7 +10594,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -10912,7 +10914,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -14611,17 +14613,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -16949,7 +16951,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -17046,7 +17050,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -25561,6 +25567,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "[code]true[/code]の場合、フィードバックが有効になります。" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -29186,9 +29197,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -37805,13 +37829,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -38529,6 +38553,15 @@ msgstr "指定されたノードの名前を変えます。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" +"キー [code]name[/code] を持つ [Animation] を返すか、見つからない場合は " +"[code]null[/code] を返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。" @@ -38599,6 +38632,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "グラフの終端ノードを返します。" @@ -38629,6 +38668,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "配列が空の場合は[code]true[/code]を返します。" @@ -38652,6 +38697,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "行列の逆行列を返します。" @@ -39144,19 +39195,59 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "[enum Feature] enum のサイズを表します。" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml #, fuzzy -msgid "Clears the navigation mesh." -msgstr "すべての点およびセグメントをクリアします。" +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." @@ -39176,7 +39267,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -39226,6 +39320,11 @@ msgid "" msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "アニメーションのトラック数を返します。" + +#: doc/classes/NavigationObstacle.xml 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." @@ -39262,6 +39361,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "アニメーションのトラック数を返します。" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -40455,7 +40559,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -40463,8 +40567,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -40758,14 +40862,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -40898,6 +40994,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -41059,6 +41164,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -42307,10 +42430,13 @@ msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。" #: doc/classes/OptionButton.xml +#, fuzzy msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" +"配列の最初の要素を削除して返します。配列が空の場合は[code]null[/code]を返しま" +"す。" #: doc/classes/OptionButton.xml msgid "" @@ -42330,7 +42456,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -47719,6 +47846,17 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" +"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -48532,6 +48670,11 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +#, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "編集済みプロパティ用のヒントなし。" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -51997,19 +52140,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -56876,8 +57006,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -56898,8 +57035,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/ko.po b/doc/translations/ko.po index c6e5552649..f567ed125c 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -13,12 +13,13 @@ # dewcked <dewcked@protonmail.ch>, 2021. # 신동규 <rlsl0422@gmail.com>, 2021. # whatthesamuel <alex01763@gmail.com>, 2021. +# 한수현 <shh1473@ajou.ac.kr>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-11-19 08:44+0000\n" -"Last-Translator: Myeongjin Lee <aranet100@gmail.com>\n" +"PO-Revision-Date: 2022-05-15 09:38+0000\n" +"Last-Translator: 한수현 <shh1473@ajou.ac.kr>\n" "Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ko/>\n" "Language: ko\n" @@ -26,11 +27,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.9.1-dev\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" -msgstr "설명" +msgstr "서술" #: doc/tools/make_rst.py msgid "Tutorials" @@ -50,7 +51,7 @@ msgstr "테마 속성들" #: doc/tools/make_rst.py msgid "Signals" -msgstr "시그널" +msgstr "신호" #: doc/tools/make_rst.py msgid "Enumerations" @@ -91,7 +92,7 @@ msgstr "" #: doc/tools/make_rst.py msgid "Setter" -msgstr "" +msgstr "Setter" #: doc/tools/make_rst.py msgid "value" @@ -99,7 +100,7 @@ msgstr "" #: doc/tools/make_rst.py msgid "Getter" -msgstr "" +msgstr "Getter" #: doc/tools/make_rst.py msgid "" @@ -1046,11 +1047,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1103,37 +1105,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4234,17 +4235,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4272,9 +4280,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4298,8 +4306,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4351,6 +4362,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4867,11 +4888,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5907,7 +5928,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7098,7 +7122,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7143,10 +7170,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7284,11 +7315,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8423,7 +8458,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8645,7 +8680,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11759,17 +11794,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14022,7 +14057,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14118,7 +14155,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22624,6 +22663,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "매개변수의 코사인 값을 반환합니다." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26212,9 +26256,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34751,13 +34808,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35469,6 +35526,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35538,6 +35601,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "매개변수의 아크사인 값을 반환합니다." @@ -35565,6 +35634,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "매개변수의 코사인 값을 반환합니다." @@ -35588,6 +35663,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "매개변수의 사인 값을 반환합니다." @@ -36066,19 +36147,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "매개변수의 사인 값을 반환합니다." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -36097,7 +36219,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36143,6 +36268,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36179,6 +36309,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -36971,7 +37106,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "노드와 씬" #: doc/classes/Node.xml msgid "All Demos" @@ -37492,7 +37627,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37500,8 +37635,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37795,14 +37930,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37935,6 +38062,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38096,6 +38232,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39338,7 +39492,7 @@ msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39360,7 +39514,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44712,6 +44867,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45506,6 +45670,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48952,19 +49120,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53796,8 +53951,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53818,8 +53980,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/lv.po b/doc/translations/lv.po index d77a24b111..1c5f5ef158 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -949,11 +949,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -997,37 +998,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4122,17 +4122,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4160,9 +4167,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4186,8 +4193,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4239,6 +4249,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4754,11 +4774,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5793,7 +5813,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6983,7 +7006,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7028,10 +7054,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7169,11 +7199,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8308,7 +8342,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8530,7 +8564,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11641,17 +11675,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13900,7 +13934,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13996,7 +14032,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22402,6 +22440,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25986,9 +26028,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34510,13 +34565,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35222,6 +35277,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35285,6 +35346,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35311,6 +35378,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35332,6 +35405,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35804,17 +35883,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35835,7 +35954,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35881,6 +36003,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35917,6 +36043,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37101,7 +37231,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37109,8 +37239,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37404,14 +37534,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37544,6 +37666,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37705,6 +37836,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38945,7 +39094,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38967,7 +39116,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44294,6 +44444,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45087,6 +45246,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48532,19 +48695,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53374,8 +53524,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53396,8 +53553,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/mr.po b/doc/translations/mr.po index 2e152e7774..fcd595473b 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -932,11 +932,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -980,37 +981,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4105,17 +4105,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4143,9 +4150,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4169,8 +4176,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4222,6 +4232,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4737,11 +4757,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5776,7 +5796,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6966,7 +6989,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7011,10 +7037,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7152,11 +7182,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8291,7 +8325,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8513,7 +8547,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11624,17 +11658,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13883,7 +13917,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13979,7 +14015,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22385,6 +22423,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25966,9 +26008,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34490,13 +34545,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35202,6 +35257,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35265,6 +35326,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35291,6 +35358,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35312,6 +35385,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35784,17 +35863,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35815,7 +35934,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35861,6 +35983,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35897,6 +36023,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37081,7 +37211,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37089,8 +37219,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37384,14 +37514,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37524,6 +37646,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37685,6 +37816,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38925,7 +39074,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38947,7 +39096,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44274,6 +44424,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45067,6 +45226,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48512,19 +48675,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53354,8 +53504,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53376,8 +53533,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/nb.po b/doc/translations/nb.po index d52cdc0ce9..a4f62d1b5e 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -944,11 +944,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -992,37 +993,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4117,17 +4117,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4155,9 +4162,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4181,8 +4188,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4234,6 +4244,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4749,11 +4769,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5788,7 +5808,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6978,7 +7001,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7023,10 +7049,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7164,11 +7194,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8303,7 +8337,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8525,7 +8559,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11636,17 +11670,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13895,7 +13929,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13991,7 +14027,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22397,6 +22435,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25978,9 +26020,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34502,13 +34557,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35214,6 +35269,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35277,6 +35338,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35303,6 +35370,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35324,6 +35397,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35796,17 +35875,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35827,7 +35946,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35873,6 +35995,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35909,6 +36035,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37093,7 +37223,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37101,8 +37231,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37396,14 +37526,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37536,6 +37658,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37697,6 +37828,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38937,7 +39086,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38959,7 +39108,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44286,6 +44436,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45079,6 +45238,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48524,19 +48687,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53366,8 +53516,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53388,8 +53545,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/ne.po b/doc/translations/ne.po index a40402dd10..9335bf559b 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -932,11 +932,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -980,37 +981,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4105,17 +4105,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4143,9 +4150,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4169,8 +4176,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4222,6 +4232,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4737,11 +4757,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5776,7 +5796,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6966,7 +6989,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7011,10 +7037,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7152,11 +7182,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8291,7 +8325,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8513,7 +8547,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11624,17 +11658,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13883,7 +13917,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13979,7 +14015,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22385,6 +22423,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25966,9 +26008,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34490,13 +34545,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35202,6 +35257,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35265,6 +35326,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35291,6 +35358,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35312,6 +35385,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35784,17 +35863,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35815,7 +35934,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35861,6 +35983,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35897,6 +36023,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37081,7 +37211,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37089,8 +37219,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37384,14 +37514,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37524,6 +37646,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37685,6 +37816,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38925,7 +39074,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38947,7 +39096,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44274,6 +44424,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45067,6 +45226,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48512,19 +48675,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53354,8 +53504,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53376,8 +53533,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/nl.po b/doc/translations/nl.po index 943cbddb4c..15e800dda5 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -993,11 +993,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1041,37 +1042,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4174,17 +4174,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4212,9 +4219,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4238,8 +4245,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4291,6 +4301,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4806,11 +4826,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5845,7 +5865,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7035,7 +7058,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7080,10 +7106,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7221,11 +7251,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8360,7 +8394,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8582,7 +8616,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11693,17 +11727,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13952,7 +13986,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14048,7 +14084,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22454,6 +22492,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26038,9 +26080,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34562,13 +34617,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35274,6 +35329,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35337,6 +35398,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35363,6 +35430,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35384,6 +35457,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35856,17 +35935,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35887,7 +36006,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35933,6 +36055,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35969,6 +36095,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37153,7 +37283,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37161,8 +37291,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37456,14 +37586,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37596,6 +37718,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37757,6 +37888,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38997,7 +39146,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39019,7 +39168,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44346,6 +44496,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45139,6 +45298,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48584,19 +48747,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53427,8 +53577,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53449,8 +53606,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/pl.po b/doc/translations/pl.po index 64e182ff82..a484bd7e22 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -22,12 +22,14 @@ # lewando54 <lewando54@gmail.com>, 2022. # Katarzyna Twardowska <katarina.twardowska@gmail.com>, 2022. # Mateusz Zdrzałek <matjozohd@gmail.com>, 2022. +# Pixel Zone - Godot Engine Tutorials <karoltomaszewskimusic@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-21 22:22+0000\n" -"Last-Translator: Mateusz Zdrzałek <matjozohd@gmail.com>\n" +"PO-Revision-Date: 2022-05-15 20:00+0000\n" +"Last-Translator: Pixel Zone - Godot Engine Tutorials " +"<karoltomaszewskimusic@gmail.com>\n" "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/pl/>\n" "Language: pl\n" @@ -36,7 +38,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -258,7 +260,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Asserts that the [code]condition[/code] is [code]true[/code]. If the " "[code]condition[/code] is [code]false[/code], an error is generated. When " @@ -518,6 +519,23 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" +"Porównuje dwie wartości, sprawdzając ich rzeczywistą zawartość, przechodząc " +"do dowolnej „tablicy” lub „słownika” aż do najgłębszego poziomu.\n" +"Można to porównać do [code]==[/code] na kilka sposobów:\n" +"— Dla [kod]null[/code], [kod]int[/code], [code]float[/code], [code]String[/" +"code], [code]Object[/code] i [code] RID[/code] zarówno [code]deep_equal[/" +"code], jak i [code]==[/code] działają tak samo.\n" +"— W przypadku [code]Słownik[/code] [code]==[/code] uwzględnia równość wtedy " +"i tylko wtedy, gdy obie zmienne wskazują ten sam [code]Słownik[/code], bez " +"rekurencji lub świadomości zawartość w ogóle.\n" +"— W przypadku [kod]Tablica[/kod] [kod]==[/kod] uwzględnia równość wtedy i " +"tylko wtedy, gdy każdy element w pierwszej [kod]Tablica[/kod] jest równy " +"swojemu odpowiednikowi w drugiej [ kod]Tablica[/kod], jak mówi sam [kod]==[/" +"kod]. Oznacza to, że [code]==[/code] jest rekursywny w [code]Tablicy[/code], " +"ale nie w [code]Słowniku[/code].\n" +"Krótko mówiąc, za każdym razem, gdy potencjalnie zaangażowany jest " +"[code]Słownik[/code], jeśli chcesz prawdziwego porównania uwzględniającego " +"zawartość, musisz użyć [code]deep_equal[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1379,11 +1397,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1427,37 +1446,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4583,17 +4601,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4621,9 +4646,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4647,8 +4672,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4700,6 +4728,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5216,11 +5254,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -6257,7 +6295,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7454,7 +7495,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7499,10 +7543,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7640,11 +7688,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8779,7 +8831,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -9001,7 +9053,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12116,17 +12168,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14387,7 +14439,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14483,7 +14537,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22909,6 +22965,13 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26500,9 +26563,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -35058,13 +35134,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35777,6 +35853,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35849,6 +35931,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Zwraca arcus sinus parametru." @@ -35876,6 +35964,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35901,6 +35995,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Zwraca sinus parametru." @@ -36389,19 +36489,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -36420,7 +36561,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36467,6 +36611,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Zwraca sinus parametru." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36503,6 +36652,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Zwraca sinus parametru." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37691,7 +37845,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37699,8 +37853,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37994,14 +38148,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -38134,6 +38280,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38295,6 +38450,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39536,7 +39709,7 @@ msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39558,7 +39731,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44932,6 +45106,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45726,6 +45909,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -49172,19 +49359,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -54027,8 +54201,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -54049,8 +54230,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/pt.po b/doc/translations/pt.po index a755e40906..7ed938659a 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -1439,12 +1439,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Intervalo aleatório, retorna qualquer número real entre [code]from[/code] e " "[code]to[/code].\n" @@ -1517,37 +1519,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4878,17 +4879,25 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, fuzzy +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "Nó Sprite que pode usar várias texturas para animação." #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4916,9 +4925,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4942,9 +4951,12 @@ msgstr "Se [code]true[/code], a textura será invertida verticalmente." msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -4997,6 +5009,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)." + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5515,11 +5537,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolação linear." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Interpolação cúbica." @@ -6564,7 +6586,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7755,7 +7780,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7800,10 +7828,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7941,11 +7973,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -9080,7 +9116,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -9302,7 +9338,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12418,17 +12454,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14703,7 +14739,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14800,7 +14838,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -23230,6 +23270,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Se [code]true[/code], o áudio está sendo reproduzido." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26819,9 +26864,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -35350,13 +35408,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -36063,6 +36121,12 @@ msgid "Creates the agent." msgstr "Retorna a escala." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Retorna [code]true[/code] se o script pode ser instanciado." @@ -36133,6 +36197,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Retorna o tamanho da textura." @@ -36160,6 +36230,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Retorna [code]true[/code] se o script pode ser instanciado." @@ -36183,6 +36259,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Define a cor da borda." @@ -36661,19 +36743,59 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml #, fuzzy -msgid "Clears the navigation mesh." -msgstr "Limpa a seleção." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." @@ -36693,7 +36815,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36741,6 +36866,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Retorna o RID do ecrã usada por essa camada." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36777,6 +36907,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Retorna o RID do ecrã usada por essa camada." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37964,7 +38099,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37972,8 +38107,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -38267,14 +38402,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -38407,6 +38534,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38568,6 +38704,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39809,7 +39963,7 @@ msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39831,7 +39985,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -45162,6 +45317,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45956,6 +46120,11 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +#, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "Não há sugestão para a propriedade editada." + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -49402,19 +49571,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -54248,8 +54404,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -54270,8 +54433,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index ffaf1abbfa..ed65c38cda 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -1495,12 +1495,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Intervalo aleatório, retorna qualquer número real entre [code]from[/code] e " "[code]to[/code].\n" @@ -1573,39 +1575,37 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1614,21 +1614,6 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"o intervalo fornecido. Rar tcodeJNt / codec (O tO tcodejNt / codec- 1), dois " -"argumentos (tcodelinitiall / codec, Retu rns ana rrz pode ser I arg " -"jcodejtinal- iUc. JcodeJfinat- IUcodeJ, lco adel). Retorna uma matriz vazia " -"se o intervalo não for ou três argumentos (lcc 5, -1) t / codel ou £ code s, " -"i) t / codel »ji: ode pode ter I argumento N tfcodejol / codec ta jcodeJN - " -"iUcadel) , dois argumentos (jcadejinitiat Retorna uma matriz com o intervalo " -"fornecido. lcoi Ucadel, jcodeJrinat- tUcodel) ou três argumentos Cjcode " -"tcodelfinal - ll / (pode ser negativo, tcodelfinal - it / codec se tornará " -"lco nal + ll / codec. Além disso, o init negativo. Se jcode! deve ser maior " -"que o valor final para o loop ser executado.ii [codeblockljPi print (range " -"(4)) ii print (range (2, S)) ii print (range (o, 6, 2)) ii [/ codeblocklji " -"OUtPUt: ipi [codeblockljPi to, i, 2, 3li.i to, 2, 4lij [/ codeblocklji Td " -"iterar sobre um tArrayl para trás, use: g [codeblockljPi va ra rray: t3, 6, " -"0J + va ri :: a rray.size0 - enquanto i): Oÿ11 r \"Sprint (arraytil) ii [/ " -"codeblocklji OUtPUt: ipi [codeblockljPi [/ codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -5133,17 +5118,25 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, fuzzy +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "Nó Sprite que pode usar várias texturas para animação." #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -5171,9 +5164,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -5197,9 +5190,12 @@ msgstr "Se [code]true[/code], a textura será invertida verticalmente." msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5252,6 +5248,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)." + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5771,11 +5777,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolação linear." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Interpolação cúbica." @@ -6819,7 +6825,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -8025,7 +8034,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -8070,10 +8082,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -8211,11 +8227,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -9350,7 +9370,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -9572,7 +9592,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12692,17 +12712,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14984,7 +15004,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -15081,7 +15103,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -23551,6 +23575,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -27150,9 +27179,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -35718,13 +35760,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -36438,6 +36480,12 @@ msgid "Creates the agent." msgstr "Retorna a escala." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Retorna [code]true[/code] se o script pode ser instanciado." @@ -36509,6 +36557,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Retorna o tamanho da textura." @@ -36536,6 +36590,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Retorna [code]true[/code] se o script pode ser instanciado." @@ -36559,6 +36619,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Define a cor da borda." @@ -37046,19 +37112,59 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml #, fuzzy -msgid "Clears the navigation mesh." -msgstr "Limpa a seleção." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." @@ -37078,7 +37184,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -37127,6 +37236,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Retorna o número de nós nesta [SceneTree]." + +#: doc/classes/NavigationObstacle.xml 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." @@ -37163,6 +37277,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Retorna o número de nós nesta [SceneTree]." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -38351,7 +38470,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -38359,8 +38478,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -38654,14 +38773,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -38794,6 +38905,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38955,6 +39075,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -40196,7 +40334,7 @@ msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -40218,7 +40356,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -45594,6 +45733,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -46390,6 +46538,11 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +#, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "Nenhuma dica para a propriedade editada." + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -49837,19 +49990,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -54693,8 +54833,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -54715,8 +54862,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/ro.po b/doc/translations/ro.po index 26a7c6b2a6..eb20518c24 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -8,12 +8,13 @@ # Pierre Stempin <pierre.stempin@gmail.com>, 2020. # FlooferLand <yunaflarf@gmail.com>, 2021. # N3mEee <n3mebusiness@gmail.com>, 2021. +# Psynt <nichita@cadvegra.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-12-14 15:28+0000\n" -"Last-Translator: N3mEee <n3mebusiness@gmail.com>\n" +"PO-Revision-Date: 2022-05-15 09:39+0000\n" +"Last-Translator: Psynt <nichita@cadvegra.com>\n" "Language-Team: Romanian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ro/>\n" "Language: ro\n" @@ -22,7 +23,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < " "20)) ? 1 : 2;\n" -"X-Generator: Weblate 4.10-dev\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -65,73 +66,74 @@ msgid "Method Descriptions" msgstr "Descrierile Metodei" #: doc/tools/make_rst.py -#, fuzzy msgid "Theme Property Descriptions" -msgstr "Descrieri Proprietate" +msgstr "Descrieri Proprietate Tema" #: doc/tools/make_rst.py msgid "Inherits:" -msgstr "" +msgstr "Mosteneste:" #: doc/tools/make_rst.py msgid "Inherited By:" -msgstr "" +msgstr "Mostenit de:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(suprascrie %s)" #: doc/tools/make_rst.py msgid "Default" -msgstr "" +msgstr "Implicit" #: doc/tools/make_rst.py msgid "Setter" -msgstr "" +msgstr "setter" #: doc/tools/make_rst.py msgid "value" -msgstr "" +msgstr "valoare" #: doc/tools/make_rst.py msgid "Getter" -msgstr "" +msgstr "getter" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." -msgstr "" +msgstr "Pentru a avea efectul dorit, metoda trebuie suprascrisa de utilizator." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." -msgstr "" +msgstr "Metoda nu are efecte adverse. Nu modifica niciun camp al obiectului." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." -msgstr "" +msgstr "Metoda accepta oricate argumente in urma celor definite aici." #: doc/tools/make_rst.py msgid "This method is used to construct a type." -msgstr "" +msgstr "Metoda folosita la construirea unui tip." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" +"Nu e nevoie de o instanta. Metoda asta poate fi apelata direct folosind " +"numele clasei." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." -msgstr "" +msgstr "Operator cu tipul descris la stanga." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." -msgstr "Funcțiile incorporate GDScript." +msgstr "Funcții incorporate GDScript." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -156,6 +158,16 @@ msgid "" "red = Color8(255, 0, 0)\n" "[/codeblock]" msgstr "" +"Returnează o culoare construită din canalele cu valori întregi roșu, verde, " +"albastru, și alpha. Fiecare canal ar trebui să aibă 8 biți de informație de " +"la 0 la 255.\n" +"[code] r8 [/code] canalul roșu\n" +"[code] g8 [/code] canalul verde\n" +"[code] b8 [/code] canalul albastru\n" +"[code] a8 [/code] canalul alpha\n" +"[codeblock]\n" +"roșu = Color8(255, 0 0)\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -948,11 +960,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -996,37 +1009,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4125,17 +4137,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4163,9 +4182,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4189,8 +4208,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4242,6 +4264,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4757,11 +4789,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5796,7 +5828,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6986,7 +7021,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7031,10 +7069,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7172,11 +7214,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8311,7 +8357,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8533,7 +8579,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11644,17 +11690,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13903,7 +13949,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13999,7 +14047,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22405,6 +22455,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25989,9 +26043,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34513,13 +34580,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35225,6 +35292,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35288,6 +35361,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35314,6 +35393,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35335,6 +35420,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35807,17 +35898,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35838,7 +35969,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35884,6 +36018,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35920,6 +36058,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37104,7 +37246,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37112,8 +37254,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37407,14 +37549,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37547,6 +37681,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37708,6 +37851,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38948,7 +39109,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38970,7 +39131,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44297,6 +44459,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45090,6 +45261,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48535,19 +48710,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53377,8 +53539,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53399,8 +53568,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 2f27837f28..8add961f54 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -1531,12 +1531,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Случайное значение с плавающей запятой между [code]from[/code] и [code]to[/" "code].\n" @@ -1612,37 +1614,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1651,45 +1652,6 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"Возвращает массив с заданным диапазоном. Диапазон может быть одним " -"аргументом [code]N[/code] (от [code]0[code] до [code]N - 1[/code]), двумя " -"аргументами ([code]начальное[/code], [code]последнее - 1[/code]) или тремя " -"аргументами ([code]начальное[/code], [code]последнее - 1[/code], [code]шаг[/" -"code]). Если диапазон не допустим, возвращает пустой массив (например " -"[code]range(2, 5, -1)[/code] или [code]range(5, 5, 1)[/code]).\n" -"Возвращает массив с заданным диапазоном. Диапазон [code]range()[/code] может " -"быть одним аргументом [code]N[/code] (от [code]0[code] до [code]N - 1[/" -"code]), двумя аргументами ([code]начальное[/code], [code]последнее - 1[/" -"code]) или тремя аргументами ([code]начальное[/code], [code]последнее - 1[/" -"code], [code]шаг[/code]). [code]Шаг[/code] может быть отрицательным. Если " -"[code]шаг[/code] отрицателен, [code]последний - 1[/code] станет " -"[code]последний + 1[/code]. Также, чтобы цикл запустился, начальное значение " -"должно быть больше последнего.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Вывод:\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" -"[/codeblock]\n" -"Для перебора массива [Array] в обратном порядке, используйте:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" -"[/codeblock]\n" -"Вывод:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -5411,18 +5373,27 @@ msgid "Maximum value for the mode enum." msgstr "Максимальное значение для режима перечисления." #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, fuzzy +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" "Узел Sprite, который может использовать несколько текстур для анимации." #: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" "Анимация создается с помощью ресурса [SpriteFrames], который можно настроить " "в редакторе с помощью панели SpriteFrames.\n" @@ -5460,9 +5431,10 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "Останавливает текущую анимацию (не сбрасывает счётчик кадров)." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "Текущая анимация из ресурса [code]frames[/code]. Если изменить это значение, " @@ -5488,9 +5460,12 @@ msgstr "Если [code]true[/code], текстура отражена по ве msgid "The displayed animation frame's index." msgstr "Индекс отображаемого кадра анимации." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "Ресурс [SpriteFrames], содержащий анимацию(ы)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5553,6 +5528,18 @@ msgstr "" "Воспроизводит анимацию с именем [code]anim[/code]. Если [code]anim[/code] не " "указан, воспроизводится текущая анимация." +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" +"Текущая анимация из ресурса [code]frames[/code]. Если изменить это значение, " +"счетчик кадров [code]frame[/code] сбрасывается." + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "Ресурс [SpriteFrames], содержащий анимацию(ы)." + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "Прокси-текстура для простых покадровых анимаций." @@ -6186,11 +6173,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -7272,7 +7259,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -8535,7 +8525,10 @@ msgstr "" "Очищает массив. Это эквивалентно использованию [method resize] с размером " "[code]0[/code]." -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "Возвращает количество раз когда элемент встречается в массиве." @@ -8587,10 +8580,15 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "Осуществляет поиск значения в массиве и возвращает индекс элемента или " "[code]-1[/code] если он не был найден. Дополнительно, может быть передан " @@ -8760,11 +8758,16 @@ msgstr "" "размер массива уменьшен, элементы будут очищены, если больший, новые " "элементы установятся в [code]null[/code]." -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" "Осуществляет поиск значения по массиву в обратном порядке. Дополнительно, " "может быть передан начальный индекс поиска. Если он будет отрицательный " @@ -9941,7 +9944,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -10163,7 +10166,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -13298,17 +13301,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -15585,7 +15588,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -15681,7 +15686,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -24222,6 +24229,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Если [code]true[/code], текстура будет центрирована." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -27821,9 +27833,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -36399,13 +36424,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -37119,6 +37144,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Возвращает [code]true[/code] если массив пустой." @@ -37189,6 +37220,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Возвращает значение задержки данного кадра." @@ -37219,6 +37256,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Возвращает [code]true[/code] если массив пустой." @@ -37242,6 +37285,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Возвращает синус параметра." @@ -37728,19 +37777,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Представляет размер перечисления [enum Variant.Type]." #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Возвращает скалярное произведение с вектором [code]b[/code]." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -37759,7 +37849,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -37806,6 +37899,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Возвращает количество дорожек в анимации." + +#: doc/classes/NavigationObstacle.xml 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." @@ -37842,6 +37940,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Возвращает количество дорожек в анимации." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -39113,7 +39216,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -39121,8 +39224,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -39416,14 +39519,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -39556,6 +39651,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -39717,6 +39821,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -40962,10 +41084,13 @@ msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "Возвращает скалярное произведение с вектором [code]b[/code]." #: doc/classes/OptionButton.xml +#, fuzzy msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" +"Удаляет и возвращает первый элемент массива. Возвращает [code]null[/code] " +"если массив пустой." #: doc/classes/OptionButton.xml msgid "" @@ -40985,7 +41110,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -46367,6 +46493,18 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" +"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] " +"приблизительно равны друг другу." + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -47180,6 +47318,11 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +#, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "Нет подсказки для отредактированного свойства." + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -50639,19 +50782,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -55541,8 +55671,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -55563,8 +55700,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 380af3d949..0175bba4cc 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -935,11 +935,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -983,37 +984,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4108,17 +4108,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4146,9 +4153,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4172,8 +4179,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4225,6 +4235,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4740,11 +4760,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5779,7 +5799,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6969,7 +6992,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7014,10 +7040,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7155,11 +7185,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8294,7 +8328,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8516,7 +8550,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11627,17 +11661,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13886,7 +13920,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13982,7 +14018,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22388,6 +22426,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25972,9 +26014,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34496,13 +34551,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35208,6 +35263,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35271,6 +35332,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35297,6 +35364,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35318,6 +35391,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35790,17 +35869,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35821,7 +35940,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35867,6 +35989,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35903,6 +36029,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37087,7 +37217,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37095,8 +37225,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37390,14 +37520,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37530,6 +37652,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37691,6 +37822,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38931,7 +39080,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38953,7 +39102,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44280,6 +44430,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45073,6 +45232,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48518,19 +48681,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53360,8 +53510,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53382,8 +53539,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index b3af766f44..da384b07a7 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -946,11 +946,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -994,37 +995,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4119,17 +4119,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4157,9 +4164,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4183,8 +4190,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4236,6 +4246,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4751,11 +4771,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5790,7 +5810,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6980,7 +7003,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7025,10 +7051,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7166,11 +7196,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8305,7 +8339,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8527,7 +8561,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11638,17 +11672,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13897,7 +13931,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13993,7 +14029,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22399,6 +22437,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25983,9 +26025,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34507,13 +34562,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35219,6 +35274,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35282,6 +35343,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35308,6 +35375,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35329,6 +35402,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35801,17 +35880,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35832,7 +35951,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35878,6 +36000,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35914,6 +36040,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37098,7 +37228,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37106,8 +37236,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37401,14 +37531,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37541,6 +37663,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37702,6 +37833,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38942,7 +39091,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38964,7 +39113,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44291,6 +44441,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45084,6 +45243,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48529,19 +48692,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53371,8 +53521,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53393,8 +53550,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/sv.po b/doc/translations/sv.po index 8da5285250..3a8da5d2c5 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -935,11 +935,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -983,37 +984,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4108,17 +4108,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4146,9 +4153,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4172,8 +4179,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4225,6 +4235,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4740,11 +4760,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5779,7 +5799,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6969,7 +6992,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7014,10 +7040,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7155,11 +7185,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8294,7 +8328,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8516,7 +8550,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11627,17 +11661,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13886,7 +13920,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13982,7 +14018,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22388,6 +22426,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -25969,9 +26011,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34493,13 +34548,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35205,6 +35260,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35268,6 +35329,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35294,6 +35361,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35315,6 +35388,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35787,17 +35866,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35818,7 +35937,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35864,6 +35986,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35900,6 +36026,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37084,7 +37214,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37092,8 +37222,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37387,14 +37517,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37527,6 +37649,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37688,6 +37819,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38928,7 +39077,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38950,7 +39099,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44277,6 +44427,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45070,6 +45229,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48515,19 +48678,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53357,8 +53507,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53379,8 +53536,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/th.po b/doc/translations/th.po index c3e896aba7..d6e08f2985 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -1020,11 +1020,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1068,37 +1069,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4209,17 +4209,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4247,9 +4254,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4273,8 +4280,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4326,6 +4336,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4841,11 +4861,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5883,7 +5903,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7074,7 +7097,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7119,10 +7145,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7260,11 +7290,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8399,7 +8433,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8621,7 +8655,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11733,17 +11767,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13994,7 +14028,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14090,7 +14126,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22497,6 +22535,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26083,9 +26125,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34662,13 +34717,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35374,6 +35429,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35440,6 +35501,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "คืนค่าการกำหนดค่าของลำโพง" @@ -35467,6 +35534,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35489,6 +35562,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "คืนค่าการกำหนดค่าของลำโพง" @@ -35963,17 +36042,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35994,7 +36113,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36040,6 +36162,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -36076,6 +36202,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37313,7 +37443,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37321,8 +37451,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37616,14 +37746,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37756,6 +37878,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37917,6 +38048,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39158,7 +39307,7 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39180,7 +39329,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44515,6 +44665,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45309,6 +45468,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48759,19 +48922,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml #, fuzzy msgid "General-purpose 3D proximity detection node." @@ -53604,8 +53754,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53626,8 +53783,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/tl.po b/doc/translations/tl.po index 701e32eba7..938734c910 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -1011,11 +1011,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1059,37 +1060,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4184,17 +4184,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4222,9 +4229,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4248,8 +4255,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4301,6 +4311,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4816,11 +4836,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5855,7 +5875,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7045,7 +7068,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7090,10 +7116,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7231,11 +7261,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8370,7 +8404,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8592,7 +8626,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11707,17 +11741,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -13969,7 +14003,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14065,7 +14101,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22471,6 +22509,13 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26052,9 +26097,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34579,13 +34637,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35291,6 +35349,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35357,6 +35421,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35383,6 +35453,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35407,6 +35483,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" @@ -35879,17 +35961,57 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35910,7 +36032,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35956,6 +36081,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + +#: doc/classes/NavigationObstacle.xml 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." @@ -35992,6 +36121,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37176,7 +37309,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37184,8 +37317,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37479,14 +37612,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37619,6 +37744,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37780,6 +37914,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39020,7 +39172,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39042,7 +39194,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44372,6 +44525,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45165,6 +45327,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48610,19 +48776,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53452,8 +53605,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53474,8 +53634,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/tr.po b/doc/translations/tr.po index 43add1da92..1ce6082001 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -1440,12 +1440,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "[code]from[/code] ve [code]to[/code] değerleri arasında rastgele bir kayan " "noktalı sayı üretir.\n" @@ -1523,37 +1525,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4879,17 +4880,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4917,9 +4925,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4943,8 +4951,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4996,6 +5007,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5512,11 +5533,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -6552,7 +6573,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7742,7 +7766,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7787,10 +7814,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7928,11 +7959,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -9067,7 +9102,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -9289,7 +9324,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12403,17 +12438,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14673,7 +14708,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14769,7 +14806,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -23189,6 +23228,12 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "" +"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26782,9 +26827,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -35321,13 +35379,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -36039,6 +36097,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -36110,6 +36174,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Verilen bir değerin ark-sinüsünü döndürür." @@ -36137,6 +36207,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -36161,6 +36237,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Verilen değerin sinüsünü döndürür." @@ -36641,19 +36723,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Verilen değerin sinüsünü döndürür." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -36672,7 +36795,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36719,6 +36845,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Verilen değerin sinüsünü döndürür." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36755,6 +36886,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Verilen değerin sinüsünü döndürür." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37943,7 +38079,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37951,8 +38087,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -38246,14 +38382,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -38386,6 +38514,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38547,6 +38684,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39788,7 +39943,7 @@ msgstr "Verilen değerin sinüsünü döndürür." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39810,7 +39965,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -45173,6 +45329,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45967,6 +46132,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -49413,19 +49582,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -54264,8 +54420,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -54286,8 +54449,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/uk.po b/doc/translations/uk.po index 9ec0d5c89f..4122854441 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -17,8 +17,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-04-08 07:11+0000\n" -"Last-Translator: Гліб Соколов <ramithes@i.ua>\n" +"PO-Revision-Date: 2022-05-15 09:39+0000\n" +"Last-Translator: Мирослав <hlopukmyroslav@gmail.com>\n" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/uk/>\n" "Language: uk\n" @@ -27,7 +27,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -1078,11 +1078,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1126,37 +1127,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4258,17 +4258,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4296,9 +4303,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4322,8 +4329,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4375,6 +4385,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4891,11 +4911,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5931,7 +5951,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7127,7 +7150,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7172,10 +7198,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7313,11 +7343,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8452,7 +8486,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8674,7 +8708,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11789,17 +11823,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14054,7 +14088,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14150,7 +14186,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -18042,7 +18080,7 @@ msgstr "" #: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml #: modules/csg/doc_classes/CSGTorus.xml msgid "Prototyping levels with CSG" -msgstr "" +msgstr "Прототипування рівнів з CSG" #: modules/csg/doc_classes/CSGBox.xml msgid "Depth of the box measured from the center of the box." @@ -22566,6 +22604,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Повертає косинус параметра." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26151,9 +26194,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34690,13 +34746,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35409,6 +35465,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35478,6 +35540,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Повертає арксинус параметра." @@ -35505,6 +35573,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Повертає косинус параметра." @@ -35528,6 +35602,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Повертає синус параметра." @@ -36007,19 +36087,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -36038,7 +36159,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36084,6 +36208,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Повертає синус параметра." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36120,6 +36249,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Повертає синус параметра." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37308,7 +37442,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37316,8 +37450,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37611,14 +37745,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37751,6 +37877,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37912,6 +38047,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39153,7 +39306,7 @@ msgstr "Обчислює векторний добуток цього векто #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39175,7 +39328,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44529,6 +44683,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45323,6 +45486,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48769,19 +48936,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53613,8 +53767,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53635,8 +53796,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/vi.po b/doc/translations/vi.po index ab2fc3dc93..524c18e6c9 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -1295,11 +1295,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1343,37 +1344,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4544,17 +4544,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4582,9 +4589,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4608,9 +4615,12 @@ msgstr "Nếu [code]true[/code] thì lật dọc họa tiết." msgid "The displayed animation frame's index." msgstr "Số thứ tự khung hình của hoạt ảnh đang chạy." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "Tài nguyên [SpriteFrames] chứa (các) hoạt ảnh." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -4665,6 +4675,16 @@ msgstr "" "Chạy hoạt ảnh tên là [code]anim[/code]. Nếu không cung cấp [code]anim[/code] " "nào, thì chạy hoạt ảnh hiện tại." +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "Tài nguyên [SpriteFrames] chứa (các) hoạt ảnh." + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5191,11 +5211,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -6231,7 +6251,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7422,7 +7445,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7467,10 +7493,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7608,11 +7638,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8747,7 +8781,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8969,7 +9003,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12084,17 +12118,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14350,7 +14384,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14446,7 +14482,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22866,6 +22904,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26452,9 +26495,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34988,13 +35044,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35706,6 +35762,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." @@ -35776,6 +35838,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Trả về [Texture2D] của khung hình được cho." @@ -35803,6 +35871,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." @@ -35826,6 +35900,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Trả về sin của tham số." @@ -36306,19 +36386,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Trả về sin của tham số." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -36337,7 +36458,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36384,6 +36508,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Trả về sin của tham số." + +#: doc/classes/NavigationObstacle.xml 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." @@ -36420,6 +36549,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Trả về sin của tham số." + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37608,7 +37742,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37616,8 +37750,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37911,14 +38045,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -38051,6 +38177,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38212,6 +38347,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39453,7 +39606,7 @@ msgstr "Trả về sin của tham số." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39475,7 +39628,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44837,6 +44991,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45632,6 +45795,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -49081,19 +49248,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53930,8 +54084,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53952,8 +54113,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 984600883d..cbef0b9212 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-05-04 09:18+0000\n" +"PO-Revision-Date: 2022-05-14 20:22+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -71,7 +71,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 4.12.1\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -957,7 +957,6 @@ msgstr "" "值,请将其与 [method ease] 或 [method smoothstep] 组合。" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" @@ -992,7 +991,12 @@ msgstr "" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注意:[/b]这个方法会通过 [code]from[/code] 和 [code]to[/code] 之间的最短路" +"径进行线性插值。然而,当这两个角度相距大致 [code]PI + k * TAU[/code] 其中 " +"[code]k[/code] 为任意整数时,由于浮点数精度误差的缘故,要对插值的方向进行判断" +"是很难的。例如,[code]lerp_angle(0, PI, weight)[/code] 会逆时针插值,而 " +"[code]lerp_angle(0, PI + 5 * TAU, weight)[/code] 则会顺时针插值。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1444,12 +1448,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "随机范围,[code]from[/code] 和 [code]to[/code] 之间的任何浮点值。\n" "[codeblock]\n" @@ -1517,37 +1523,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1556,43 +1561,6 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"返回一个具有给定范围的数组。范围可以是一个参数[code]N[/code](0 到 [code]N[/" -"code] - 1),两个参数(初始 [code]initial[/code]、最终 [code]final -1[/" -"code])或三个参数(初始 [code]initial[/code]、最终 [code]final -1[/code]、增" -"量 [code]increment[/code])。范围无效时返回一个空数组(例如 [code]range(2, " -"5, -1)[/code] 或 [code]range(5, 5, 1)[/code])。\n" -"返回一个具有给定范围的数组。[code]range()[/code] 可以是一个参数 [code]N[/" -"code](0 到 [code]N[/code] - 1),两个参数(初始 [code]initial[/code]、最终 " -"[code]final -1[/code])或三个参数(初始[code]initial[/code]、最终 " -"[code]final -1[/code]、增量 [code]increment[/code])。增量 [code]increment[/" -"code] 可以是负数。如果增量 [code]increment[/code] 是负的,[code]final-1[/" -"code] 将变成 [code]final+1[/code]。另外,初始值必须大于最终值,循环才能运" -"行。\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"输出:\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" -"[/codeblock]\n" -"要对一个数组 [Array] 进行逆序迭代,请使用:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" -"[/codeblock]\n" -"输出:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -5086,17 +5054,26 @@ msgid "Maximum value for the mode enum." msgstr "模式列举的最大值。" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, fuzzy +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "可以使用多个纹理进行动画处理的精灵节点。" #: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" "动画通过一个 [SpriteFrames] 资源创建,而该资源可以通过动画帧面板在编辑器中配" "置。\n" @@ -5133,9 +5110,10 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "停止播放当前动画(不会重置帧计数器)。" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "来自 [code]frames[/code] 资源的当前动画。如果这个值发生变化,[code]frame[/" @@ -5161,9 +5139,12 @@ msgstr "为 [code]true[/code] 时纹理将被垂直翻转。" msgid "The displayed animation frame's index." msgstr "显示的动画帧的索引。" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "包含动画的 [SpriteFrames] 资源。" +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5219,6 +5200,18 @@ msgstr "" "播放名为 [code]anim[/code] 的动画。如果没有提供 [code]anim[/code],则播放当前" "动画。" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" +"来自 [code]frames[/code] 资源的当前动画。如果这个值发生变化,[code]frame[/" +"code] 计数器会被重置。" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "包含动画的 [SpriteFrames] 资源。" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "基于简单帧动画的代理纹理。" @@ -5860,11 +5853,11 @@ msgstr "动画轨道会在其他 [AnimationPlayer] 节点中播放动画。" msgid "No interpolation (nearest value)." msgstr "无插值(最邻近的值)。" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "线性插值。" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "三次插值。" @@ -7076,11 +7069,15 @@ msgid "" msgstr "将键值为[code]name[/code]的现有动画重命名为[code]newname[/code]。" #: doc/classes/AnimationPlayer.xml +#, fuzzy msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" "将动画寻道到时间点 [code]seconds[/code](单位为秒)。[code]update[/code] 为 " "[code]true[/code] 时会同时更新动画,否则会在处理时更新。当前帧和 " @@ -8614,7 +8611,10 @@ msgid "" "[code]0[/code]." msgstr "清空数组。与调用 [method resize] 时指定大小为 [code]0[/code] 等价。" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "返回元素在数组中出现的次数。" @@ -8667,11 +8667,23 @@ msgid "" "array.fill(0) # Initialize the 10 elements to 0.\n" "[/codeblock]" msgstr "" +"将该数组中的所有元素都设置为给定的值。通常与 [method resize] 一起使用,用于创" +"建给定大小数组并对其元素进行初始化:\n" +"[codeblock]\n" +"var array = []\n" +"array.resize(10)\n" +"array.fill(0) # 将 10 个元素都初始化为 0。\n" +"[/codeblock]" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "在数组中查找指定的值,返回对应的索引,未找到时返回 [code]-1[/code]。还可以传" "入搜索起始位置的索引。" @@ -8865,11 +8877,16 @@ msgstr "" "调整数组至包含不同数量的元素。如果数组变小则清除多余元素,变大则新元素为 " "[code]null[/code]。" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" "逆序搜索数组。还可以传入搜索起始位置的索引,如果为负数,则起始位置从数组的末" "尾开始计算。" @@ -10107,9 +10124,8 @@ 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 "选项卡容器。" +msgstr "GUI 容器" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." @@ -10275,10 +10291,11 @@ msgstr "" "注意这个函数隐藏在默认的 [code]AStar[/code] 类中。" #: doc/classes/AStar.xml +#, fuzzy msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -10582,10 +10599,11 @@ msgstr "" "请注意,这个函数隐藏在默认的 [code]AStar2D[/code] 类中。" #: doc/classes/AStar2D.xml +#, fuzzy msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -13418,14 +13436,13 @@ msgstr "" "可以考虑使用 [Quat] 构造函数代替,它使用四元组代替欧拉角。" #: doc/classes/Basis.xml -#, fuzzy msgid "" "Constructs a pure rotation basis matrix, rotated around the given " "[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" -"构造一个纯旋转的基矩阵,围绕给定的 [code]axis[/code] 旋转 [code]phi[/code] 个" -"弧度。轴必须是归一化向量。" +"构造一个纯旋转的基矩阵,围绕给定的轴 [code]axis[/code] 旋转 [code]angle[/" +"code](单位为弧度)。该轴必须是归一化向量。" #: doc/classes/Basis.xml msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." @@ -13509,12 +13526,12 @@ msgstr "" "的)。这将在矩阵的基上执行 Gram-Schmidt 正交化。" #: doc/classes/Basis.xml -#, fuzzy msgid "" "Introduce an additional rotation around the given axis by [code]angle[/code] " "(in radians). The axis must be a normalized vector." msgstr "" -"围绕给定轴线引入一个额外的旋转phi(弧度)。该轴必须是一个归一化的向量。" +"围绕给定轴线引入一个额外的旋转 [code]angle[/code](单位为弧度)。该轴必须是一" +"个归一化的向量。" #: doc/classes/Basis.xml msgid "" @@ -14234,9 +14251,8 @@ msgid "Emitted when one of the buttons of the group is pressed." msgstr "当该组中的一个按钮被按下时触发。" #: doc/classes/CallbackTweener.xml -#, fuzzy msgid "Calls the specified method after optional delay." -msgstr "锁定指定的线性或旋转轴。" +msgstr "在可选的延迟之后调用指定的方法。" #: doc/classes/CallbackTweener.xml msgid "" @@ -14246,6 +14262,10 @@ msgid "" "to create [CallbackTweener]. Any [CallbackTweener] created manually will not " "function correctly." msgstr "" +"[CallbackTweener] 可用于在补间序列中调用方法。更多用法信息请参阅 [method " +"SceneTreeTween.tween_callback]。\n" +"[b]注意:[/b]创建 [CallbackTweener] 的唯一正确方法是 [method SceneTreeTween." +"tween_callback]。任何手动创建的 [CallbackTweener] 都无法正常工作。" #: doc/classes/CallbackTweener.xml msgid "" @@ -14256,6 +14276,12 @@ msgid "" "after 2 seconds\n" "[/codeblock]" msgstr "" +"让该回调延迟给定的时间,单位为秒。示例:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback(queue_free).set_delay(2) # 会在 2 秒后调用 " +"queue_free()\n" +"[/codeblock]" #: doc/classes/Camera.xml msgid "Camera node, displays from a point of view." @@ -14354,21 +14380,23 @@ msgstr "" "平面距离相机的场景为给定的 [code]z_depth[/code] 距离。" #: doc/classes/Camera.xml +#, fuzzy msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" "返回世界空间中的法线向量,即相机投影在[Viewport]矩形上投影一个点的结果。这对" "于以原点、法线,投射光线形式用于对象相交或拾取很有用。" #: doc/classes/Camera.xml +#, fuzzy msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" "返回世界空间中的 3D 坐标,即相机投影在 [Viewport] 矩形上投影一个点的结果。这" "对于以原点、法线,投射光线形式用于对象相交或拾取很有用。" @@ -15191,6 +15219,15 @@ msgid "" "mipmaps to perform antialiasing. 2D batching is also still supported with " "those antialiased lines." msgstr "" +"在给定的角度之间绘制未填充的弧形。[code]point_count[/code] 的值越大,曲线越平" +"滑。另请参阅 [method draw_circle]。\n" +"[b]注意:[/b]如果 [code]antialiased[/code] 为 [code]true[/code],那么线段的绘" +"制就不会被分批加速。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedRegularPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap " +"的纹理进行的。这些抗锯齿线段仍然支持 2D 分批。" #: doc/classes/CanvasItem.xml msgid "" @@ -15210,6 +15247,13 @@ msgid "" "create an AntialiasedRegularPolygon2D node. That node relies on a texture " "with custom mipmaps to perform antialiasing." msgstr "" +"绘制未填充的彩色圆形。另请参阅 [method draw_arc]、[method draw_polyline]、" +"[method draw_polygon]。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedRegularPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap " +"的纹理进行的。" #: doc/classes/CanvasItem.xml msgid "" @@ -15223,6 +15267,13 @@ msgid "" "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" +"绘制任意数量顶点的彩色多边形,凹凸均可。与 [method draw_polygon] 不同,整个多" +"边形只能指定一种颜色。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理" +"进行的。" #: doc/classes/CanvasItem.xml msgid "" @@ -15239,6 +15290,15 @@ msgid "" "perform antialiasing. 2D batching is also still supported with those " "antialiased lines." msgstr "" +"在两个 2D 点之间绘制给定颜色和宽度的线段。可以打开抗锯齿。另请参阅 [method " +"draw_multiline] 和 [method draw_polyline]。\n" +"[b]注意:[/b]如果 [code]antialiased[/code] 为 [code]true[/code],那么线段的绘" +"制就不会被分批加速。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedLine2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理进行" +"的。这些抗锯齿线段仍然支持 2D 分批。" #: doc/classes/CanvasItem.xml msgid "" @@ -15248,7 +15308,6 @@ msgstr "" "使用所提供的纹理以 2D 方式绘制一个 [Mesh]。相关文档请参阅 [MeshInstance2D]。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws multiple disconnected lines with a uniform [code]color[/code]. When " "drawing large amounts of lines, this is faster than using individual [method " @@ -15265,11 +15324,13 @@ msgstr "" "使用单一颜色 [code]color[/code] 绘制多条不相连的直线。绘制大量直线时,比单独" "调用 [method draw_line] 要快。要绘制相连的直线,请换用 [method " "draw_polyline]。\n" -"[b]注意:[/b]目前未实现 [code]width[/code] 和 [code]antialiased[/code],没有" -"效果。" +"[b]注意:[/b]目前尚未实现 [code]width[/code] 和 [code]antialiased[/code],不" +"会产生任何效果。作为替代方案,请安装[url=https://github.com/godot-extended-" +"libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并创建 " +"AntialiasedLine2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理进行的。" +"这些抗锯齿线段仍然支持 2D 分批。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws multiple disconnected lines with a uniform [code]width[/code] and " "segment-by-segment coloring. Colors assigned to line segments match by index " @@ -15289,8 +15350,11 @@ msgstr "" "线段的颜色使用 [code]points[/code] 和 [code]colors[/code] 的索引进行匹配。绘" "制大量直线时,比单独调用 [method draw_line] 要快。要绘制相连的直线,请换用 " "[method draw_polyline_colors]。\n" -"[b]注意:[/b]目前未实现 [code]width[/code] 和 [code]antialiased[/code],没有" -"效果。" +"[b]注意:[/b]目前尚未实现 [code]width[/code] 和 [code]antialiased[/code],不" +"会产生任何效果。作为替代方案,请安装[url=https://github.com/godot-extended-" +"libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并创建 " +"AntialiasedLine2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理进行的。" +"这些抗锯齿线段仍然支持 2D 分批。" #: doc/classes/CanvasItem.xml msgid "" @@ -15313,9 +15377,16 @@ msgid "" "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" +"绘制任意数量顶点的彩色多边形,凹凸均可。与 [method draw_colored_polygon] 不" +"同,可以单独修改各个顶点的颜色。另请参阅 [method draw_polyline] 和 [method " +"draw_polyline_colors]。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理" +"进行的。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " "[code]width[/code] and optional antialiasing. When drawing large amounts of " @@ -15332,10 +15403,14 @@ msgstr "" "使用单一颜色 [code]color[/code] 和宽度 [code]width[/code] 绘制多条相连的线" "段,还可以选择抗锯齿。绘制大量直线时,比单独调用 [method draw_line] 要快。要" "绘制不相连的直线,请换用 [method draw_multiline]。另请参阅 [method " -"draw_polygon]。" +"draw_polygon]。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理" +"进行的。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " @@ -15353,7 +15428,12 @@ msgstr "" "使用单一宽度 [code]width[/code] 绘制多条相连的直线,不同线段颜色可以不同。线" "段的颜色使用 [code]points[/code] 和 [code]colors[/code] 的索引进行匹配。绘制" "大量直线时,比单独调用 [method draw_line] 要快。要绘制不相连的直线,请换用 " -"[method draw_multiline_colors]。另请参阅 [method draw_polygon]。" +"[method draw_multiline_colors]。另请参阅 [method draw_polygon]。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理" +"进行的。" #: doc/classes/CanvasItem.xml msgid "" @@ -15369,7 +15449,6 @@ msgstr "" "draw_polygon]、[method draw_rect]。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws a rectangle. If [code]filled[/code] is [code]true[/code], the " "rectangle will be filled with the [code]color[/code] specified. If " @@ -15391,7 +15470,12 @@ msgstr "" "[code]color[/code]和[code]width[/code]指定的笔画形式绘制。如果" "[code]antialiased[/code]是[code]true[/code],线条抗锯齿。\n" "[b]注意:[/b][code]width[/code]和[code]antialiased[/code]只有在[code]filled[/" -"code]是[code]false[/code] 时才有效。" +"code]是[code]false[/code] 时才有效。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理" +"进行的。" #: doc/classes/CanvasItem.xml msgid "" @@ -17059,9 +17143,12 @@ msgid "If [code]true[/code], no collisions will be detected." msgstr "如果[code]true[/code],将不会检测到碰撞。" #: doc/classes/CollisionPolygon2D.xml +#, fuzzy msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" "如果[code]true[/code],相对于[CollisionPolygon2D]的旋转而言,只有面朝上的边缘" "才会与其他对象发生碰撞。" @@ -17171,9 +17258,12 @@ msgstr "" "改变。" #: doc/classes/CollisionShape2D.xml +#, fuzzy msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。" #: doc/classes/CollisionShape2D.xml @@ -19735,6 +19825,9 @@ msgid "" "[method Viewport.gui_is_drag_successful].\n" "Best used with [constant Node.NOTIFICATION_DRAG_END]." msgstr "" +"如果拖放操作成功则返回 [code]true[/code],是 [method Viewport." +"gui_is_drag_successful] 的替代方案。\n" +"建议与 [constant Node.NOTIFICATION_DRAG_END] 配合使用。" #: doc/classes/Control.xml msgid "" @@ -20636,7 +20729,7 @@ msgid "" "an item, like a node in the Scene dock." msgstr "" "当用户悬停在节点上时,显示系统的拖动鼠标光标,通常是一个闭合的拳头或十字符" -"号。它告诉用户他们当前正在拖动一个项目,就像场景码头中的节点一样。" +"号。它告诉用户他们当前正在拖动一个项目,例如场景面板中的节点。" #: doc/classes/Control.xml msgid "" @@ -24385,7 +24478,6 @@ msgstr "" "返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml -#, fuzzy msgid "" "Permanently deletes the target file or an empty directory. The argument can " "be relative to the current directory, or an absolute path. If the target " @@ -24394,9 +24486,10 @@ msgid "" "move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"删除目标文件或空目录。参数可以是相对于当前目录的,也可以是绝对路径。如果目标" -"目录不是空的,操作将失败。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"永久删除目标文件或空目录。参数可以是相对于当前目录的,也可以是绝对路径。如果" +"目标目录不是空的,操作将失败。\n" +"如果你不想永久删除该文件/目录,请使用 [method OS.move_to_trash] 代替。\n" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -25330,7 +25423,7 @@ msgstr "重新导入资源时触发。" #: doc/classes/EditorFileSystem.xml msgid "" "Emitted if at least one resource is reloaded when the filesystem is scanned." -msgstr "如果在扫描文件系统的时候发现至少一个资源被重载那么触发信号。" +msgstr "如果在扫描文件系统的时候,至少有一个资源被重新加载,则触发该信号。" #: doc/classes/EditorFileSystem.xml msgid "Emitted if the source of any imported file changed." @@ -28036,6 +28129,11 @@ msgstr "" "这个 [Control] 节点在编辑器的检查器面板中使用,允许编辑数值。可以与 " "[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "如果[code]true[/code],隐藏折叠箭头。" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -28575,7 +28673,6 @@ msgid "" msgstr "如果游戏在游戏循环的固定过程和物理阶段内,返回 [code]true[/code]。" #: doc/classes/Engine.xml -#, fuzzy msgid "" "If [code]true[/code], the script is currently running inside the editor. " "This is useful for [code]tool[/code] scripts to conditionally draw editor " @@ -28605,8 +28702,8 @@ msgstr "" "else:\n" " simulate_physics()\n" "[/codeblock]\n" -"更多信息请参阅文档[url=$DOCS_URL/tutorials/misc/running_code_in_the_editor." -"html]《在编辑器中运行代码》[/url]。\n" +"更多信息请参阅文档[url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]《在编辑器中运行代码》[/url]。\n" "[b]注意:[/b]要检测脚本是否从编辑器[i]构建[/i]中运行(例如按 [code]F5[/code] " "时),请使用带有 [code]\"editor\"[/code] 参数的 [method OS.has_feature] 代" "替。[code]OS.has_feature(\"editor\")[/code] 当代码在编辑器中运行和从编辑器中" @@ -29445,23 +29542,24 @@ msgstr "" "屏模糊效果,使其与原始图像的亮度相匹配。" #: doc/classes/Environment.xml -#, fuzzy msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified. This can cause bright lighting to look blown out, with " "noticeable clipping in the output colors." -msgstr "线性音频映射器操作者。读取线性数据并不加修改地传递。" +msgstr "" +"线性色调映射运算子。读取线性数据并将其原样传递。较亮的光照会导致过曝、输出的" +"颜色中会有可见的截断。" #: doc/classes/Environment.xml -#, fuzzy msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " "colors by this formula: [code]color = color / (1 + color)[/code]. This " "avoids clipping bright highlights, but the resulting image can look a bit " "dull." msgstr "" -"Reinhardt tonemapper运算器。通过这个公式对渲染像素的颜色进行变化。" -"[code]color = color / (1 + color)[/code]." +"Reinhardt 色调映射运算子。对渲染后的像素颜色进行调整,使用的是这个公式:" +"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像" +"可能看上去有些寡淡。" #: doc/classes/Environment.xml msgid "" @@ -29469,6 +29567,8 @@ msgid "" "resulting image that usually looks more vivid than [constant " "TONE_MAPPER_REINHARDT]." msgstr "" +"电影级色调映射器运算子。可以避免对高光处的截断,最终图像通常比 [constant " +"TONE_MAPPER_REINHARDT] 更鲜艳。" #: doc/classes/Environment.xml msgid "" @@ -29480,6 +29580,12 @@ msgid "" "[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " "of the more accurate [constant TONE_MAPPER_ACES_FITTED]." msgstr "" +"使用旧有的 Godot 版本的学院色彩编码系统(Academy Color Encoding System)色调" +"映射器。与 [constant TONE_MAPPER_ACES_FITTED] 不同,这个版本的 ACES 对较亮的" +"光照的处理从物理角度看并不精确。ACES 的输出在对比度方面通常比 [constant " +"TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更高。\n" +"[b]注意:[/b]Godot 4.0 中会移除这个色调映射运算子,使用更精确的 [constant " +"TONE_MAPPER_ACES_FITTED]。" #: doc/classes/Environment.xml msgid "" @@ -29489,6 +29595,10 @@ msgid "" "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " "and [constant TONE_MAPPER_FILMIC]." msgstr "" +"使用学院色彩编码系统(Academy Color Encoding System)色调映射器。与其他选项相" +"比,ACES 的消耗略高,但对于较亮的光照的处理更真实,越亮饱和度越低。ACES 的输" +"出在对比度方面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant " +"TONE_MAPPER_FILMIC] 更高。" #: doc/classes/Environment.xml msgid "Low depth-of-field blur quality (fastest)." @@ -32533,9 +32643,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "渐变的颜色,以 [PoolColorArray] 返回。" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "渐变的偏移量,以 [PoolRealArray] 返回。" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "渐变填充纹理。" @@ -35426,7 +35549,6 @@ msgid "Importing images" msgstr "导入图像" #: doc/classes/Image.xml -#, fuzzy msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "at coordinates [code]dest[/code], clipped accordingly to both image bounds. " @@ -35434,13 +35556,11 @@ msgid "" "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" "将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 复制到本图像从坐" -"标 [code]dst[/code] 起的区域。如果遮罩图 [code]mask[/code] 上某个像素的 " -"Alpha 值非 0,就会把 [code]src[/code] 上对应的像素复制到 [code]dst[/code] " -"上。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)[b]必须" -"[/b]相同,格式可以不同。" +"标 [code]dst[/code] 起的区域,会根据两者的图像区域进行裁剪。这张图像和 " +"[code]src[/code] 图像的格式[b]必须[/b]一致。[code]src_rect[/code] 的大小如果" +"非正,则会作为空矩形处理。" #: doc/classes/Image.xml -#, fuzzy msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "using [code]mask[/code] image at coordinates [code]dst[/code], clipped " @@ -35453,14 +35573,15 @@ msgid "" "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" "将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 与本图像从坐标 " -"[code]dst[/code] 起的区域根据遮罩图像 [code]mask[/code] 进行 Alpha 混合。" -"[code]src[/code] 和 [code]mask[/code] 都需要有 Alpha 通道。如果某个遮罩像素" -"的 Alpha 值非 0,在 [code]dst[/code] 和 [code]src[/code] 上对应的像素就会进行" -"混合。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)[b]必" -"须[/b]相同,格式可以不同。" +"[code]dst[/code] 起的区域根据遮罩图像 [code]mask[/code] 进行 Alpha 混合,会根" +"据两者的图像区域进行裁剪。[code]src[/code] 和 [code]mask[/code] 都需要有 " +"Alpha 通道。如果某个遮罩像素的 Alpha 值非 0,在 [code]dst[/code] 和 " +"[code]src[/code] 上对应的像素就会进行混合。这张图像与 [code]src[/code] 图像的" +"格式[b]必须[/b]一致。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽" +"度和高度)[b]必须[/b]相同,格式可以不同。[code]src_rect[/code] 的大小如果非" +"正,则会作为空矩形处理。" #: doc/classes/Image.xml -#, fuzzy msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " "coordinates [code]dst[/code], clipped accordingly to both image bounds. This " @@ -35468,13 +35589,11 @@ msgid "" "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" "将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 复制到本图像从坐" -"标 [code]dst[/code] 起的区域。如果遮罩图 [code]mask[/code] 上某个像素的 " -"Alpha 值非 0,就会把 [code]src[/code] 上对应的像素复制到 [code]dst[/code] " -"上。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)[b]必须" -"[/b]相同,格式可以不同。" +"标 [code]dst[/code] 起的区域,会根据两者的图像区域进行裁剪。这张图像和 " +"[code]src[/code] 图像的格式[b]必须[/b]一致。[code]src_rect[/code] 的大小如果" +"非正,则会作为空矩形处理。" #: doc/classes/Image.xml -#, fuzzy msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " "at the coordinates given by [code]dst[/code], clipped accordingly to both " @@ -35486,10 +35605,12 @@ msgid "" "positive size is treated as empty." msgstr "" "将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 复制到本图像从坐" -"标 [code]dst[/code] 起的区域。如果遮罩图 [code]mask[/code] 上某个像素的 " -"Alpha 值非 0,就会把 [code]src[/code] 上对应的像素复制到 [code]dst[/code] " -"上。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)[b]必须" -"[/b]相同,格式可以不同。" +"标 [code]dst[/code] 起的区域,会根据两者的图像区域进行裁剪。如果遮罩图 " +"[code]mask[/code] 上某个像素的 Alpha 值非 0,就会把 [code]src[/code] 上对应的" +"像素复制到 [code]dst[/code] 上。这张图像和 [code]src[/code] 图像的格式[b]必须" +"[/b]一致。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)" +"[b]必须[/b]相同,格式可以不同。[code]src_rect[/code] 的大小如果非正,则会作为" +"空矩形处理。" #: doc/classes/Image.xml msgid "" @@ -37186,7 +37307,6 @@ msgid "Stops the vibration of the joypad." msgstr "停止游戏手柄的振动。" #: doc/classes/Input.xml -#, fuzzy msgid "" "Vibrate Android and iOS devices.\n" "[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] " @@ -37196,7 +37316,8 @@ msgid "" msgstr "" "振动 Android 和 iOS 设备。\n" "[b]注意:[/b]Android 需要导出设置中的 [code]VIBRATE[/code] 权限。 iOS 不支持" -"持续时间。" +"持续时间。\n" +"[b]注意:[/b]在 iOS 平台上,iOS 13 及之后的版本才支持指定持续时间。" #: doc/classes/Input.xml msgid "" @@ -38162,6 +38283,10 @@ msgid "" "your project's input binds from the editor, read the [code]input/*[/code] " "settings from [ProjectSettings]." msgstr "" +"返回与给定动作关联的 [InputEvent] 的数组。\n" +"[b]注意:[/b]在编辑器中使用时(例如在工具脚本或 [EditorPlugin] 中使用),这个" +"方法返回的是编辑器动作对应的事件。如果你想要在编辑器中访问你的项目的输入绑" +"定,请读取 [ProjectSettings] 的 [code]input/*[/code] 设置。" #: doc/classes/InputMap.xml msgid "Returns an array of all actions in the [InputMap]." @@ -38349,7 +38474,7 @@ msgstr "目标的[NodePath]。" #: doc/classes/IntervalTweener.xml msgid "Creates an idle interval in a [SceneTreeTween] animation." -msgstr "" +msgstr "在 [SceneTreeTween] 动画中创建空闲间隔。" #: doc/classes/IntervalTweener.xml msgid "" @@ -38359,6 +38484,10 @@ msgid "" "to create [IntervalTweener]. Any [IntervalTweener] created manually will not " "function correctly." msgstr "" +"[IntervalTweener] 可用于在补间序列中制作延迟。更多用法信息请参阅 [method " +"SceneTreeTween.tween_interval]。\n" +"[b]注意:[/b]创建 [IntervalTweener] 的唯一正确方法是 [method SceneTreeTween." +"tween_interval]。任何手动创建的 [IntervalTweener] 都无法正常工作。" #: doc/classes/IP.xml msgid "Internet protocol (IP) support functions such as DNS resolution." @@ -40886,7 +41015,6 @@ msgid "A 2D line." msgstr "一条 2D 线。" #: doc/classes/Line2D.xml -#, fuzzy msgid "" "A line through several points in 2D space. Supports varying width and color " "over the line's length, texturing, and several cap/joint types.\n" @@ -40896,9 +41024,10 @@ msgid "" "[member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_index_buffer_size_kb]." msgstr "" -"在 2D 空间中通过几个点的线。\n" -"[b]注意:[/b]默认情况下,Godot一次最多只能绘制 4,096 个多边形点。要增加这个限" -"制,请打开项目设置,增加 [member ProjectSettings.rendering/limits/buffers/" +"在 2D 空间中通过几个点的线。支持宽度和颜色沿着线段长度变化,支持纹理及若干端" +"点/交点类型。\n" +"[b]注意:[/b]默认情况下,Godot 一次最多只能绘制 4,096 个多边形点。要增加这个" +"限制,请打开项目设置,增加 [member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_buffer_size_kb] 和 [member ProjectSettings.rendering/limits/" "buffers/canvas_polygon_index_buffer_size_kb]。" @@ -40956,6 +41085,15 @@ msgid "" "perform antialiasing. 2D batching is also still supported with those " "antialiased lines." msgstr "" +"为 [code]true[/code] 时,会尝试对线段的边缘进行抗锯齿处理,方法是在边缘绘制一" +"薄层 OpenGL 平滑线段。\n" +"[b]注意:[/b]如果 [member antialiased] 为 [code]true[/code],那么 Line2D 就不" +"会被分批加速。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedLine2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理进行" +"的。这些抗锯齿线段仍然支持 2D 分批。" #: doc/classes/Line2D.xml msgid "" @@ -43174,7 +43312,7 @@ msgstr "设置用于绘制的网格,该网格必须使用2D顶点。" #: doc/classes/MethodTweener.xml msgid "" "Interpolates an abstract value and supplies it to a method called over time." -msgstr "" +msgstr "对抽象值进行插值,并将其提供给一个持续调用的方法。" #: doc/classes/MethodTweener.xml msgid "" @@ -43186,25 +43324,34 @@ msgid "" "create [MethodTweener]. Any [MethodTweener] created manually will not " "function correctly." msgstr "" +"[MethodTweener] 类似于 [CallbackTweener] 和 [PropertyTweener] 的组合,会将插" +"值后的值作为调用方法时的参数。更多用法信息请参阅 [method SceneTreeTween." +"tween_method]。\n" +"[b]注意:[/b]创建 [MethodTweener] 的唯一正确方法是 [method SceneTreeTween." +"tween_method]。任何手动创建的 [MethodTweener] 都无法正常工作。" #: doc/classes/MethodTweener.xml msgid "" "Sets the time in seconds after which the [MethodTweener] will start " "interpolating. By default there's no delay." -msgstr "" +msgstr "设置该 [MethodTweener] 开始插值的时间,单位为秒。默认无延迟。" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" +"设置所使用的缓动类型 [enum Tween.EaseType]。如果没有设置,则使用包含这个 " +"Tweener 的 [SceneTreeTween] 的默认缓动类型。" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " "this Tweener." msgstr "" +"设置所使用的过渡类型 [enum Tween.TransitionType]。如果没有设置,则使用包含这" +"个 Tweener 的 [SceneTreeTween] 的默认过渡类型。" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." @@ -43757,8 +43904,8 @@ msgid "" "method or property for all RPC calls, making it unavailable. Default for all " "methods." msgstr "" -"与[method Node.rpc_config]或[method Node.rset_config]一起使用,可以在所有RPC" -"调用中禁用某个方法或属性,使其不可用。所有方法的默认值。" +"与 [method Node.rpc_config] 或 [method Node.rset_config] 一起使用,可以在所" +"有 RPC 调用中禁用某个方法或属性,使其不可用。所有方法的默认值。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -43768,9 +43915,10 @@ msgid "" "changes are accepted from all remote peers, no matter if they are node's " "master or puppets." msgstr "" -"与[method Node.rpc_config]或[method Node.rset_config]一起使用,用于设置只在远" -"程端调用某个方法或改变某个属性,而不是在本地。类似于[code]remote[/code]关键" -"字。所有远程对等体的调用和属性改变都被接受,不管它们是节点的主控还是傀儡。" +"与 [method Node.rpc_config] 或 [method Node.rset_config] 一起使用,用于设置只" +"在远程端调用某个方法或改变某个属性,而不是在本地。类似于 [code]remote[/code] " +"关键字。所有远程对等体的调用和属性改变都被接受,不管它们是节点的主控还是傀" +"儡。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -43782,7 +43930,7 @@ msgid "" msgstr "" "与 [method Node.rpc_config] 或 [method Node.rset_config] 一起用于设置要调用的" "方法或仅在此节点的网络主机上更改的属性。类似于 [code]master[/code] 关键字。仅" -"接受节点网络傀儡的方法调用或属性更改,请参阅[method Node." +"接受节点网络傀儡的方法调用或属性更改,请参阅 [method Node." "set_network_master]。" #: doc/classes/MultiplayerAPI.xml @@ -43795,7 +43943,7 @@ msgid "" msgstr "" "与 [method Node.rpc_config] 或 [method Node.rset_config] 一起使用,以设置仅在" "此节点的傀儡上调用的方法或改变的属性。类似于 [code]puppet[/code] 关键字。只接" -"受来自节点的网络主站的调用或属性更改,见[method Node.set_network_master]。" +"受来自节点的网络主站的调用或属性更改,见 [method Node.set_network_master]。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44097,6 +44245,15 @@ msgid "Creates the agent." msgstr "创建代理。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" +"返回键为 [code]name[/code] 的 [Animation] 动画,未找到时为 [code]null[/" +"code]。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "如果地图在上一帧发生了改变,则返回 [code]true[/code]。" @@ -44167,6 +44324,12 @@ msgid "Create a new map." msgstr "创建一张新地图。" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "返回地图的单元格大小。" @@ -44193,6 +44356,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "返回从原点到终点的导航路径。" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." msgstr "如果地图处于活动状态,则返回 [code]true[/code]。" @@ -44214,6 +44383,12 @@ msgid "Creates a new region." msgstr "创建一个新的地区。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "设置该地区的地图。" @@ -44764,18 +44939,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "表示 [enum SourceGeometryMode] 枚举的大小。" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +#, fuzzy +msgid "Helper class for creating and clearing navigation meshes." msgstr "这个类负责导航网格的创建和清理。" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." -msgstr "烘焙导航网格。可以用于导航系统中的寻路。" +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." +msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." -msgstr "清除导航网格。" +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "移除名为 [code]name[/code] 的主题图标覆盖项。" #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." @@ -44791,14 +45008,23 @@ msgstr "" "[Navigation] 节点什么可以导航、什么不可以。应该是 [Navigation] 节点的子节点。" #: doc/classes/NavigationMeshInstance.xml +#, fuzzy msgid "" "Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" "code] (default), the baking is done on a separate thread. Baking on separate " "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." -msgstr "" +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." +msgstr "" +"烘焙该 [NavigationMesh]。如果 [code]on_thread[/code] 为 [code]true[/code](默" +"认),就会在单独的线程中进行烘焙。单开线程烘焙很有用,因为导航烘焙操作的消耗" +"并不低。烘焙完成后会自动设置新的 [NavigationMesh]。请注意,如果几何体是从网格" +"解析而来的,那么单开线程烘焙可能会非常慢,因为对网格的异步访问涉及到大量同步" +"操作。" #: doc/classes/NavigationMeshInstance.xml msgid "" @@ -44807,6 +45033,9 @@ msgid "" "identify the [NavigationMeshInstance] closest to a point on the merged " "navigation map." msgstr "" +"返回这个区域在 [NavigationServer] 上的 [RID]。可以和 [method " +"NavigationServer.map_get_closest_point_owner] 组合使用,获取合并后的导航图中" +"与某个点最接近的 [NavigationMeshInstance]。" #: doc/classes/NavigationMeshInstance.xml msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." @@ -44846,6 +45075,11 @@ msgid "" msgstr "返回该障碍物的导航系统所使用的 [Navigation] 节点。" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "返回区域的第n个形状的[RID]。" + +#: doc/classes/NavigationObstacle.xml 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." @@ -44888,6 +45122,11 @@ msgid "" msgstr "返回该障碍物的导航系统所使用的 [Navigation2D] 节点。" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "返回区域的第n个形状的[RID]。" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -45028,6 +45267,9 @@ msgid "" "identify the [NavigationPolygonInstance] closest to a point on the merged " "navigation map." msgstr "" +"返回这个区域在 [Navigation2DServer] 上的 [RID]。可以和 [method " +"Navigation2DServer.map_get_closest_point_owner] 组合使用,获取合并后的导航图" +"中与某个点最接近的 [NavigationPolygonInstance]。" #: doc/classes/NavigationServer.xml msgid "Server interface for low-level 3D navigation access." @@ -46055,7 +46297,6 @@ msgstr "" "是“孤儿”)。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Adds a child node. Nodes can have any number of children, but every child " "must have a unique name. Child nodes are automatically deleted when the " @@ -46095,7 +46336,7 @@ msgstr "" "[/codeblock]\n" "[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method " "add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" -"misc/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" +"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" "tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 " "[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树" "中不可见,但在 2D/3D 视图中可见。" @@ -46154,6 +46395,10 @@ msgid "" "get_tree().create_tween().bind_node(self)\n" "[/codeblock]" msgstr "" +"新建 [SceneTreeTween] 并将其绑定到这个节点。与如下操作等价:\n" +"[codeblock]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/codeblock]" #: doc/classes/Node.xml msgid "" @@ -46497,9 +46742,10 @@ msgstr "" "如果本地系统是此节点的主系统(用于多人游戏),则返回 [code]true[/code]。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -46510,9 +46756,10 @@ msgstr "" "启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -46805,7 +47052,7 @@ msgstr "" "可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 " "[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配" "置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method " -"rset] 和[ method rset_config] 的属性。返回一个空的 [Variant]。\n" +"rset] 和[method rset_config] 的属性。返回一个空的 [Variant]。\n" "[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信" "号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态,可以通过 " "[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree." @@ -46860,9 +47107,9 @@ msgid "" "rset_config]. See also [method rpc] for RPCs for methods, most information " "applies to this method as well." msgstr "" -"在其他对等体上远程改变一个属性的值(和本地)。行为取决于给定属性的RPC配置,见" -"[method rset_config]。关于方法的RPC,也请参阅[method rpc],大多数信息也适用于" -"这个方法。" +"在其他对等体上远程改变一个属性的值(和本地)。行为取决于给定属性的RPC配置," +"见 [method rset_config]。关于方法的RPC,也请参阅 [method rpc],大多数信息也适" +"用于这个方法。" #: doc/classes/Node.xml msgid "" @@ -46925,16 +47172,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" -"启用或禁用该节点的物理插值,可以在开关全局物理插值的基础上进行微调。\n" -"[b]注意:[/b]对 [Camera] 尤其有用,自定义插值有时会带来更好的效果。" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -47018,9 +47255,9 @@ msgid "" "(usually by a [Control]). Enabled automatically if [method _unhandled_input] " "is overridden. Any calls to this before [method _ready] will be ignored." msgstr "" -"启用未处理的输入处理。这对GUI控件来说是不需要的! 它使节点能够接收所有以前没有" -"处理的输入(通常是由[Control]处理的)。如果[method _unhandled_input]被重载," -"则自动启用。在[method _ready]之前对它的任何调用都将被忽略。" +"启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没" +"有处理的输入(通常是由 [Control] 处理的)。如果 [method _unhandled_input] 被" +"覆盖,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。" #: doc/classes/Node.xml msgid "" @@ -47088,7 +47325,6 @@ msgstr "" "code]。" #: doc/classes/Node.xml -#, fuzzy msgid "" "The node owner. A node can have any other node as owner (as long as it is a " "valid parent, grandparent, etc. ascending in the tree). When saving a node " @@ -47109,7 +47345,7 @@ msgstr "" "之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例化。\n" "[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method " "add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" -"misc/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" +"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" "tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 " "[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树" "中不可见,但在 2D/3D 视图中可见。" @@ -47119,6 +47355,18 @@ msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "暂停模式。暂停 [SceneTree] 时该节点的行为。" #: doc/classes/Node.xml +#, fuzzy +msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" +"启用或禁用该节点的物理插值,可以在开关全局物理插值的基础上进行微调。\n" +"[b]注意:[/b]对 [Camera] 尤其有用,自定义插值有时会带来更好的效果。" + +#: doc/classes/Node.xml msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " @@ -47138,6 +47386,10 @@ msgid "" "If another node with the same owner already had that name declared as " "unique, that other node's name will no longer be set as having a unique name." msgstr "" +"将这个节点的名称设置为其 [member owner] 中的唯一名称。这样就可以从该场景中的" +"任意节点处使用 [code]%名称[/code] 来访问这个节点,无需使用完整路径。\n" +"如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名" +"称设置为唯一名称。" #: doc/classes/Node.xml msgid "" @@ -47244,12 +47496,19 @@ msgid "" "[method Control.get_drag_data]) or using [method Control.force_drag].\n" "Use [method Viewport.gui_get_drag_data] to get the dragged data." msgstr "" +"当拖拽操作开始时收到的通知。所有节点都会收到这个通知,不仅仅是被拖拽的那" +"个。\n" +"可以通过拖拽提供拖拽数据的 [Control] 触发(见 [method Control." +"get_drag_data]),也可以通过使用 [method Control.force_drag] 触发。\n" +"请使用 [method Viewport.gui_get_drag_data] 获取拖拽数据。" #: doc/classes/Node.xml msgid "" "Notification received when a drag operation ends.\n" "Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." msgstr "" +"当拖拽操作结束时收到的通知。\n" +"请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。" #: doc/classes/Node.xml msgid "Notification received when the node's [NodePath] changed." @@ -47305,6 +47564,27 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "不管 [SceneTree] 的暂停状态如何,继续 process。" #: doc/classes/Node.xml +#, fuzzy +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" +"继承节点的父节点的暂停模式。对于根节点,它相当于[constant PAUSE_MODE_STOP]。" +"默认值。" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "复制该节点的信号。" @@ -47889,8 +48169,9 @@ msgid "" "Returns the given property. Returns [code]null[/code] if the [code]property[/" "code] does not exist." msgstr "" -"虚方法,可以被重载以定制 [method get] 的返回值。\n" -"返回给定的属性。如果 [code]property[/code] 不存在,返回 [code]null[/code]。" +"虚方法。可对其进行覆盖,定制 [method get] 的返回值。\n" +"返回给定的属性。如果该 [code]property[/code] 不存在,则返回 [code]null[/" +"code]。" #: doc/classes/Object.xml msgid "" @@ -47903,12 +48184,13 @@ msgid "" "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" -"虚方法,可以被重载以定制 [method get_property_list] 的返回值。\n" -"返回对象的属性列表为一个 [Array] 的字典。\n" -"每个属性的 [Dictionary] 必须至少包含 [code]name: String[/code] 和 " -"[code]type: int[/code](见[enum Variant.Type])条目。另外,它还可以包括 " -"[code]hint: int[/code](见 [enum PropertyHint])、[code]hint_string: String[/" -"code],以及 [code]usage: int[/code](见 [enum PropertyUsageFlags])。" +"虚方法。可对其进行覆盖,定制 [method get_property_list] 的返回值。\n" +"返回一个 [Array],表示该对象的属性列表,其中的元素为字典类型。\n" +"每个属性的 [Dictionary] 必须至少包含名称 [code]name: String[/code] 和类型 " +"[code]type: int[/code](见 [enum Variant.Type])条目。另外,它还可以包括提示 " +"[code]hint: int[/code](见 [enum PropertyHint])、提示字符串 " +"[code]hint_string: String[/code],以及用法 [code]usage: int[/code](见 [enum " +"PropertyUsageFlags])。" #: doc/classes/Object.xml msgid "" @@ -47945,8 +48227,8 @@ msgid "" "Sets a property. Returns [code]true[/code] if the [code]property[/code] " "exists." msgstr "" -"虚方法,可以被重载以定制 [method set] 的返回值。\n" -"设置一个属性。如果 [code]property[/code] 存在,返回 [code]true[/code]。" +"虚方法。可对其进行覆盖,定制 [method set] 的返回值。\n" +"设置属性。如果该 [code]property[/code] 存在,则返回 [code]true[/code]。" #: doc/classes/Object.xml msgid "" @@ -47956,8 +48238,8 @@ msgid "" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code]." msgstr "" -"虚方法,可以被重载以定制 [method to_string] 的返回值,从而在对象被转换为字符" -"串的地方,例如用 [code]print(obj)[/code] 表示。\n" +"虚方法。可对其进行覆盖,定制 [method to_string] 的返回值,从而在对象被转换为" +"字符串的地方,例如用 [code]print(obj)[/code] 表示。\n" "返回一个代表该对象的 [String] 字符串。如果没有被覆盖,默认为 " "[code]\"[ClassName:RID]\"[/code]。" @@ -48039,7 +48321,6 @@ msgstr "" "set_message_translation]和[method tr]。" #: doc/classes/Object.xml -#, fuzzy msgid "" "Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/" "code] object. Pass optional [code]binds[/code] to the call as an [Array] of " @@ -48079,7 +48360,7 @@ msgstr "" "ConnectFlags] 常量。\n" "一个信号 [code]signal[/code] 与同一方法 [code]method[/code] 只能连接一次。除" "非之前在连接信号时使用了 [constant CONNECT_REFERENCE_COUNTED],否则在进行重复" -"连接时会抛出错误。为避免这种情况,首先使用 [method is_connected] 检查是否已有" +"连接时会打印错误。为避免这种情况,首先使用 [method is_connected] 检查是否已有" "连接。\n" "如果 [code]target[/code] 在游戏生命周期中被销毁,连接将丢失。\n" "例子:\n" @@ -48102,7 +48383,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Object.xml -#, fuzzy msgid "" "Disconnects a [code]signal[/code] from a [code]method[/code] on the given " "[code]target[/code].\n" @@ -48111,7 +48391,7 @@ msgid "" "exists." msgstr "" "将 [code]信号[/code] 与给定 [code]目标[/code] 上的 [code]方法[/code] 断开。\n" -"如果您尝试断开不存在的连接,该方法将引发错误。使用 [method is_connected] 确保" +"如果您尝试断开不存在的连接,该方法将打印错误。使用 [method is_connected] 确保" "连接存在。" #: doc/classes/Object.xml @@ -48969,8 +49249,9 @@ msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "返回索引 [code]idx[/code] 处项目的工具提示。" #: doc/classes/OptionButton.xml +#, fuzzy msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "返回所选项目的ID,如果没有选择项目,则返回 [code]0[/code]。" @@ -48990,9 +49271,11 @@ msgid "Removes the item at index [code]idx[/code]." msgstr "移除索引[code]idx[/code]处的项目。" #: doc/classes/OptionButton.xml +#, fuzzy msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。" #: doc/classes/OptionButton.xml @@ -49521,6 +49804,11 @@ msgid "" "[b]Note:[/b] Currently only implemented on Android. Other platforms will " "return an empty array even if they do have display cutouts or notches." msgstr "" +"[Rect2] 的 [Array] 数组,元素是显示器裁切或刘海的包围矩形。它们是全面屏上被相" +"机和传感器所占用的非功能性区域。如果该设备没有裁切则返回空数组。另请参阅 " +"[method get_window_safe_area]。\n" +"[b]注意:[/b]目前仅在 Android 上实现。其他平台即便存在显示器裁切或刘海,也会" +"返回空数组。" #: doc/classes/OS.xml msgid "Returns the total amount of dynamic memory used (only works in debug)." @@ -50190,7 +50478,6 @@ msgstr "" "code]。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the child process ID ([code]pid[/code]) is " "still running or [code]false[/code] if it has terminated.\n" @@ -50198,9 +50485,9 @@ msgid "" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" -"杀死(终止)由给定的进程 ID([code]pid[/code])标识的进程,例如,在非阻塞模式" -"下由 [method execute] 返回的进程。另请参阅 [method crash]。\n" -"[b]注意:[/b]这个方法也可以用来杀死不是由游戏产生的进程。\n" +"如果该子进程 ID([code]pid[/code])仍在运行则返回 [code]true[/code],如果已经" +"终止则返回 [code]false[/code]。\n" +"必须是由 [method execute] 生成的有效 ID。\n" "[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml @@ -50317,6 +50604,8 @@ msgid "" "[b]Note:[/b] If the user has disabled the recycle bin on their system, the " "file will be permanently deleted instead." msgstr "" +"将文件或目录移动到系统的回收站。另请参阅 [method Directory.remove]。\n" +"[b]注意:[/b]如果用户禁用了系统的回收站,那么这个文件就会被永久删除。" #: doc/classes/OS.xml msgid "" @@ -55370,6 +55659,13 @@ msgid "" "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" +"为 [code]true[/code] 时,会尝试对多边形的边缘进行抗锯齿处理,方法是在边缘绘制" +"一薄层 OpenGL 平滑线段。\n" +"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并" +"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/" +"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并" +"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理" +"进行的。" #: doc/classes/Polygon2D.xml msgid "" @@ -55459,18 +55755,16 @@ msgstr "" "如果数量少,则未定义的顶点将使用[code]color[/code]." #: doc/classes/PoolByteArray.xml -#, fuzzy msgid "A pooled array of bytes." -msgstr "[Array] 字节集合。" +msgstr "字节池数组。" #: doc/classes/PoolByteArray.xml -#, fuzzy msgid "" "An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" -"专门设计用于保存字节的 [Array]。针对内存使用进行了优化,不会造成内存碎片。\n" +"专门设计用于保存字节的数组。针对内存使用进行了优化,不会造成内存碎片。\n" "[b]注意:[/b]这种类型是按值传递而不是按引用传递。" #: doc/classes/PoolByteArray.xml @@ -55536,6 +55830,8 @@ msgid "" "used together with [method resize] to create an array with a given size and " "initialized elements." msgstr "" +"将数组中的所有元素都设为给定的值。通常与 [method resize] 一起使用,创建给定大" +"小的数组并初始化元素。" #: doc/classes/PoolByteArray.xml msgid "" @@ -55561,6 +55857,16 @@ msgstr "" "但支持 UTF-8 编码的数据。如果不确定数据的来源,请使用此函数。对于用户输入,应" "该始终首选此函数。" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "如果对象包含给定的方法 [code]method[/code],则返回 [code]true[/code]。" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -55623,18 +55929,16 @@ msgstr "" "负的索引都被认为是从数组的末端开始的。" #: doc/classes/PoolColorArray.xml -#, fuzzy msgid "A pooled array of [Color]." -msgstr "[Color]的[Array]的集合。" +msgstr "[Color] 池数组。" #: doc/classes/PoolColorArray.xml -#, fuzzy msgid "" "An array specifically designed to hold [Color]. Optimized for memory usage, " "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" -"专门用于保存 [Color] 的 [Array]。对内存的使用进行了优化,不会使内存碎片化。\n" +"专门用于保存 [Color] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n" "[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolColorArray.xml @@ -55667,12 +55971,10 @@ msgid "Changes the [Color] at the given index." msgstr "更改给定索引处的[Color]。" #: doc/classes/PoolIntArray.xml -#, fuzzy msgid "A pooled array of integers ([int])." -msgstr "整数[int]的[Array]的集合。" +msgstr "整数([int])池数组。" #: doc/classes/PoolIntArray.xml -#, fuzzy msgid "" "An array specifically designed to hold integer values ([int]). Optimized for " "memory usage, does not fragment the memory.\n" @@ -55683,7 +55985,7 @@ msgid "" "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" -"专门用于保存整数值([int])的 [Array]。对内存的使用进行了优化,不会使内存碎片" +"专门用于保存整数值([int])的数组。对内存的使用进行了优化,不会使内存碎片" "化。\n" "[b]注意:[/b]这种类型是通过值传递的,而不是引用。\n" "[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]" @@ -55714,12 +56016,10 @@ msgid "Changes the int at the given index." msgstr "更改给定索引处的 int。" #: doc/classes/PoolRealArray.xml -#, fuzzy msgid "A pooled array of reals ([float])." -msgstr "实数 [float] 的[Array]集合。" +msgstr "实数([float])池数组。" #: doc/classes/PoolRealArray.xml -#, fuzzy msgid "" "An array specifically designed to hold floating-point values. Optimized for " "memory usage, does not fragment the memory.\n" @@ -55732,8 +56032,7 @@ msgid "" "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" -"专门设计用于保存浮点值的 [Array] 。针对内存使用进行了优化,不会造成内存碎" -"片。\n" +"专门设计用于保存浮点值的数组。针对内存使用进行了优化,不会造成内存碎片。\n" "[b]注意:[/b]这种类型是按值传递而不是按引用传递。\n" "[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 " "位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低" @@ -55756,18 +56055,16 @@ msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" #: doc/classes/PoolStringArray.xml -#, fuzzy msgid "A pooled array of [String]." -msgstr "[String] 的 [Array] 集合。" +msgstr "[String] 池数组。" #: doc/classes/PoolStringArray.xml -#, fuzzy msgid "" "An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" -"[Array] 专门设计用于保存 [String]。针对内存使用进行了优化,不会造成内存碎" +"专门设计用于保存 [String] 的数组。针对内存使用进行了优化,不会造成内存碎" "片。\n" "[b]注意:[/b]这种类型是按值传递,而不是引用传递。" @@ -55798,18 +56095,16 @@ msgid "Changes the [String] at the given index." msgstr "更改给定索引处的[String]。" #: doc/classes/PoolVector2Array.xml -#, fuzzy msgid "A pooled array of [Vector2]." -msgstr "[Vector2] 的 [Array] 集合。" +msgstr "[Vector2] 池数组。" #: doc/classes/PoolVector2Array.xml -#, fuzzy msgid "" "An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" -"专门用来保存[Vector2]的[Array]。对内存的使用进行了优化,不会使内存碎片化。\n" +"专门用来保存 [Vector2] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n" "[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml @@ -55837,19 +56132,16 @@ msgid "Changes the [Vector2] at the given index." msgstr "更改给定索引处的 [Vector2]。" #: doc/classes/PoolVector3Array.xml -#, fuzzy msgid "A pooled array of [Vector3]." -msgstr "[Vector3] 的 [Array] 集合。" +msgstr "[Vector3] 池数组。" #: doc/classes/PoolVector3Array.xml -#, fuzzy msgid "" "An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" -"专门设计来容纳[Vector3]的[Array]。对内存的使用进行了优化,不会使内存碎片" -"化。\n" +"专门设计来容纳 [Vector3] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n" "[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolVector3Array.xml @@ -56551,6 +56843,11 @@ msgid "[Font] used for the menu items." msgstr "用于菜单项的 [Font] 字体。" #: doc/classes/PopupMenu.xml +#, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "用于标签[Label]文本的字体[Font]。" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "复选菜单项被勾选时使用的 [Texture] 图标。" @@ -57947,6 +58244,10 @@ msgid "" "during [method Node._physics_process] (during a physics tick) rather than " "[method Node._process] (during a frame)." msgstr "" +"为 [code]true[/code] 时,启用利于定位不正确更新的节点的警告,不正确的更新会导" +"致不正确的插值和画面问题。\n" +"对节点进行插值时,在 [method Node._physics_process](位于物理周期)而不是 " +"[method Node._process](位于帧)中更新变换非常关键。" #: doc/classes/ProjectSettings.xml msgid "Maximum amount of functions per frame allowed when profiling." @@ -60911,9 +61212,8 @@ msgid "" msgstr "对象可以利用该信号,只在发生修改时才读取设置。" #: doc/classes/PropertyTweener.xml -#, fuzzy msgid "Interpolates an [Object]'s property over time." -msgstr "使节点的属性随时间平滑地变化。" +msgstr "随时间对 [Object] 的属性进行插值。" #: doc/classes/PropertyTweener.xml msgid "" @@ -60923,6 +61223,10 @@ msgid "" "to create [PropertyTweener]. Any [PropertyTweener] created manually will not " "function correctly." msgstr "" +"[PropertyTweener] 可用于对某个对象的某个属性进行插值。更多用法信息请参阅 " +"[method SceneTreeTween.tween_property]。\n" +"[b]注意:[/b]创建 [PropertyTweener] 的唯一正确方法是 [method SceneTreeTween." +"tween_property]。任何手动创建的 [PropertyTweener] 都无法正常工作。" #: doc/classes/PropertyTweener.xml msgid "" @@ -60934,6 +61238,12 @@ msgid "" "as_relative() #the node will move by 100 pixels to the right\n" "[/codeblock]" msgstr "" +"调用后,最终值会被作为相对值使用。示例:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)." +"as_relative() # 该节点会向右移动 100 个像素\n" +"[/codeblock]" #: doc/classes/PropertyTweener.xml msgid "" @@ -60945,6 +61255,12 @@ msgid "" "(200, 100)\n" "[/codeblock]" msgstr "" +"设置该 [PropertyTweener] 的自定义初始值。示例:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(Vector2(100, 100) # 会将该节点从 (100, 100) 移动到 (200, 100)\n" +"[/codeblock]" #: doc/classes/PropertyTweener.xml msgid "" @@ -60959,30 +61275,24 @@ msgid "" "from_current()\n" "[/codeblock]" msgstr "" +"让该 [PropertyTweener] 使用当前属性值作为起点(即创建这个 [PropertyTweener] " +"时的值)。与使用当前值调用 [method from] 等价。以下两种调用方法效果相同:\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 "" "Sets the time in seconds after which the [PropertyTweener] will start " "interpolating. By default there's no delay." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" +msgstr "设置该 [PropertyTweener] 开始插值的时间,单位为秒。默认无延迟。" #: doc/classes/ProximityGroup.xml -#, fuzzy msgid "General-purpose 3D proximity detection node." -msgstr "通用的靠近检测节点。" +msgstr "通用的 3D 邻近检测节点。" #: doc/classes/ProximityGroup.xml msgid "" @@ -61048,6 +61358,55 @@ msgid "" "[method Vector3.distance_to] or [method Vector3.distance_squared_to] are " "fast enough too, especially if you call them less often using a [Timer] node." msgstr "" +"通用邻近检测节点。[ProximityGroup] 可用于[i]大致的[/i]距离检查,比使用 " +"[method Vector3.distance_to] 或 [method Vector3.distance_squared_to] 进行精确" +"检查要快。\n" +"[member group_name] 相同的 [ProximityGroup] 节点如果相交,就会自动组合。你可" +"以通过调用 [method broadcast] 来对所有相交的成员调用特定的方法,参数任意。\n" +"[ProximityGroup] 是立方体形状的,包含一组 [Vector3] 坐标。这些坐标是自动调用 " +"[member grid_radius] 计算的。要让 [ProximityGroup] 找到其对等体(并进行自动组" +"合),你需要将其 [member group_name] 设为非空的 [String]。当这个对象的形状与" +"另一个 [ProximityGroup] 对象的形状相交时,如果它们的 [member group_name] 一" +"致,就会被组合在一起,直到不再相交。\n" +"因为 [ProximityGroup] 不依赖于物理引擎,你不需要为其添加任何其他子节点(不同" +"于 [PhysicsBody])。\n" +"[ProximityGroup] 实际使用的是 [SceneTree] 的分组,会在内部调用 [method Node." +"add_to_group]。[SceneTree] 分组名称是通过将 [member group_name] 及其坐标组合" +"而来的,其中的坐标则是根据你事先定义的 [member grid_radius] 计算而来的。\n" +"[b]示例:[/b]名为 [code]\"PlanetEarth\"[/code] 的 [ProximityGroup] 节点位于 " +"[code]Vector3(6, 6, 6)[/code],其 [member group_name] 为 [code]\"planets\"[/" +"code],[member grid_radius] 为 [code]Vector3(1, 2, 3)[/code],那么就会创建下" +"列 [SceneTree] 分组名:\n" +"[codeblock]\n" +"- \"planets|5|4|3\"\n" +"- \"planets|5|4|4\"\n" +"- \"planets|5|4|5\"\n" +"- \"planets|5|4|6\"\n" +"- \"planets|5|4|7\"\n" +"- \"planets|5|4|8\"\n" +"- \"planets|5|4|9\"\n" +"- ...\n" +"[/codeblock]\n" +"如果有另一个名叫 [code]\"PlanetMars\"[/code] 的 [ProximityGroup],分组名为 " +"[code]\"planets\"[/code],包含 [code]Vector3(5, 4, 7)[/code] 坐标,那么正常就" +"会创建一个名叫 [code]\"planets|5|4|7\"[/code] 的 [SceneTree] 分组。然而,因为" +"这个分组名已存在,这个 [ProximityGroup] 对象就会[i]加入[/i]这个现有的分组。" +"[code]\"PlanetEarth\"[/code] 已经存在于这个分组中。只要这两个节点都不改变其变" +"换、不停止相交(或者退出场景树),那么它们就会被组合在一起。相交时,任何 " +"[method broadcast] 都会影响到[i]这两个[/i] [ProximityGroup] 节点。\n" +"使用 [ProximityGroup] 时有 3 个需要记住的缺陷:\n" +"- 网格半径越大,坐标数量越多,创建的 [SceneTree] 分组也越多。如果创建了太多的" +"分组,就会影响性能。\n" +"- 如果通过任何手段改变了 [ProximityGroup] 节点的变换(或者从场景树中移除)," +"就需要重新计算分组,也会影响性能。\n" +"- 如果你的 [member grid_radius] 比 [code]Vector3(1, 1, 1)[/code] 小,就会被舍" +"入到 [code]Vector3(1, 1, 1)[/code]。因此,较小的网格半径可能会导致意外的分" +"组。\n" +"[/codeblock]\n" +"[b]注意:[/b]Godot 4.0 会移除 [ProximityGroup],使用更高效、快速的 " +"[VisibilityNotifier] 功能。对于大多数情况,[method Vector3.distance_to] 和 " +"[method Vector3.distance_squared_to] 都足够快了,尤其是在使用 [Timer] 节点减" +"少调用次数时。" #: doc/classes/ProximityGroup.xml msgid "" @@ -61055,11 +61414,14 @@ msgid "" "If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), " "all calls are delegated to their respective parent [Node]." msgstr "" +"对所有相交的 [ProximityGroup] 使用给定的参数调用给定的方法。\n" +"如果 [member dispatch_mode] 为 [constant MODE_PROXY](默认值),这些调用会被" +"代理到它们各自的父级 [Node] 上。" #: doc/classes/ProximityGroup.xml msgid "" "Specifies which node gets contacted on a call of method [method broadcast]." -msgstr "" +msgstr "指定调用 [method broadcast] 方法时联系到的节点。" #: doc/classes/ProximityGroup.xml msgid "" @@ -61069,6 +61431,9 @@ msgid "" "proximity checks at the cost of performance, since more groups will be " "created." msgstr "" +"空间的大小,使用 3D 单位。同时还会设置坐标的数量,用于计算两个 " +"[ProximityGroup] 节点是否相交。较小的 [member grid_radius] 会牺牲性能实现更精" +"确的临近检测,因为会创建更多的分组。" #: doc/classes/ProximityGroup.xml msgid "" @@ -61081,6 +61446,12 @@ msgid "" "significantly larger [member grid_radius] than their actual radius, position " "them close enough and they'll be automatically grouped." msgstr "" +"指定共用的分组名称,其它 [ProximityGroup] 节点可以借此得知相交时是否应该与这" +"个节点自动组合。\n" +"例如,假设你有一个名为 [code]\"地球\"[/code] 的 [ProximityGroup] 节点,另一个" +"名叫 [code]\"火星\"[/code],这两个节点的 [member group_name] 都叫 [code]\"星" +"球\"[/code]。如果为这两个星球设置比它们实际半径更大的 [member grid_radius]," +"那么只要将它们放得足够近,就会自动组合到一起。" #: doc/classes/ProximityGroup.xml msgid "" @@ -61092,16 +61463,24 @@ msgid "" "[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default " "[member dispatch_mode] is [constant MODE_PROXY]." msgstr "" +"当用户调用 [method broadcast] 方法且 [member dispatch_mode] 为 [constant " +"MODE_SIGNAL] 时触发。\n" +"给定的方法和参数会传递给连接到这个信号的监听者,无论是这个对象的信号,还是与" +"这个节点组合的 [ProximityGroup] 节点的信号。\n" +"[b]注意:[/b]这个信号默认[i]不会[/i]触发,因为 [member dispatch_mode] 默认为 " +"[constant MODE_PROXY]。" #: doc/classes/ProximityGroup.xml msgid "This [ProximityGroup]'s parent will be target of [method broadcast]." -msgstr "" +msgstr "这个 [ProximityGroup] 的父级会成为 [method broadcast] 的目标。" #: doc/classes/ProximityGroup.xml msgid "" "This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when " "calling the [method broadcast] [i]method[/i]." msgstr "" +"这个 [ProximityGroup] 会在调用 [method broadcast] [i]方法[/i]时发出 [signal " +"broadcast] [i]信号[/i]。" #: doc/classes/QuadMesh.xml msgid "Class representing a square mesh." @@ -63424,7 +63803,6 @@ msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "将非 BBCode 解析的原始文本添加到标签栈中。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " @@ -63436,12 +63814,13 @@ msgid "" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"解析 [code]bbcode[/code] 并根据需要将标签添加到标签堆栈中。返回解析结果,成功" -"则返回 [constant OK]。\n" +"解析 [code]bbcode[/code] 并根据需要将标签添加到标签堆栈中。\n" "[b]注意:[/b]使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打开" "的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重建" "整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 [member " -"bbcode_text] 而不是使用 [method append_bbcode]。" +"bbcode_text] 而不是使用 [method append_bbcode]。\n" +"[b]注意:[/b]这个方法内部是不可能失败的,返回错误码是为了向后兼容,始终为 " +"[constant OK]。" #: doc/classes/RichTextLabel.xml msgid "Clears the tag stack and sets [member bbcode_text] to an empty string." @@ -63483,14 +63862,13 @@ msgid "Adds a newline tag to the tag stack." msgstr "在标签堆中添加一个换行标签。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " "inserts the new content.\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"等待该 [Semaphore],如果其值为零,则阻塞至非零。\n" +"[method append_bbcode] 的赋值版本。会清除标签栈并插入新内容。\n" "[b]注意:[/b]这个方法内部是不可能失败的,返回错误码是为了向后兼容,始终为 " "[constant OK]。" @@ -64400,18 +64778,18 @@ msgid "" "The center of mass is always located at the node's origin without taking " "into account the [CollisionShape2D] centroid offsets." msgstr "" -"该节点实现了模拟的2D物理。你不能直接控制一个RigidBody2D。而是,你对它施加力" +"该节点实现了模拟的 2D 物理。你不能直接控制 RigidBody2D。而是,你对它施加力" "(重力、冲力等),物理模拟会根据它的质量、摩擦力和其他物理属性来计算出运动结" "果。\n" -"RigidBody2D有4种行为[member mode]。刚性、静态、角色和运动。\n" -"[b]注意:[/b]你不应该每一帧或经常改变RigidBody2D的[code]position[/code]或" -"[code]linear_velocity[/code]。如果需要直接影响物体的状态,请使用[method " +"RigidBody2D 有 4 种行为 [member mode]。刚性、静态、角色和运动。\n" +"[b]注意:[/b]你不应该每一帧或经常改变 RigidBody2D 的 [code]position[/code] " +"或 [code]linear_velocity[/code]。如果需要直接影响物体的状态,请使用 [method " "_integrate_forces],它允许你直接访问物理状态。\n" "要记住,物理物体在自己管理变换,它会覆盖你的变换设置。所以任何直接或间接的变" "换(包括节点或其父级的缩放)将只在编辑器中可见,并在运行时立即重置。\n" -"如果你需要重载默认的物理行为或者在运行时添加变换,你可以写一个自定义的合力。" -"参阅[member custom_integrator]。\n" -"质量中心总是位于节点的原点,而不考虑[CollisionShape2D]中心点的偏移。" +"如果你需要覆盖默认的物理行为或者在运行时添加变换,你可以写一个自定义的合力。" +"参阅 [member custom_integrator]。\n" +"质量中心总是位于节点的原点,而不考虑 [CollisionShape2D] 中心点的偏移。" #: doc/classes/RigidBody2D.xml msgid "2D Physics Platformer Demo" @@ -65637,7 +66015,7 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "Creates and returns a new [SceneTreeTween]." -msgstr "" +msgstr "创建并返回一个新的 [SceneTreeTween]。" #: doc/classes/SceneTree.xml msgid "" @@ -65669,6 +66047,8 @@ msgid "" "Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] " "(both running and paused)." msgstr "" +"返回当前在该 [SceneTree] 中存在的 [SceneTreeTween] 的数组(包含正在执行的和已" +"暂停的)。" #: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." @@ -66113,7 +66493,7 @@ msgstr "当计时器到 0 时发出。" msgid "" "Lightweight object used for general-purpose animation via script, using " "[Tweener]s." -msgstr "" +msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66188,6 +66568,64 @@ msgid "" "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " "immediately after it was created." msgstr "" +"[SceneTreeTween] 是由场景树管理的补间动画。与 [Tween] 相对,不需要实例化节" +"点。\n" +"[SceneTreeTween] 比 [AnimationPlayer] 更轻量,非常适合简单的动画,以及不需要" +"编辑器可视化操作的通用任务。可以即发即弃,无需再编写额外的代码。例如,你可以" +"循环使用带延迟的 [CallbackTweener],让某些对象不断地进行射击。\n" +"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 来创" +"建 [SceneTreeTween]。手动创建的 [SceneTreeTween](即使用 [code]Tween.new()[/" +"code])是无效的,不能用于对值进行补间,但你可以用 [method interpolate_value] " +"来手动插值。\n" +"[SceneTreeTween] 动画是由 [Tweener] 序列构成的,默认串行执行。向该 " +"[SceneTreeTween] 追加 [Tweener] 即可创建序列。使用 [Tweener] 来做动画就叫做补" +"间(Tweening)。示例补间序列是类似这样的:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"这个序列会让 [code]$Sprite[/code] 变红,然后缩小,最后调用 [method Node." +"queue_free] 来移除精灵。更多用法信息请参阅 [method tween_property]、[method " +"tween_interval]、[method tween_callback]、[method tween_method] 方法。\n" +"使用 [code]tween_*[/code] 方法创建 [Tweener] 后,可以使用链式方法调用来调整" +"该 [Tweener] 的属性。例如,如果你想要在上面的例子中设置不同的过渡类型,那么你" +"可以:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"[SceneTreeTween] 的大部分方法都可以用这种方法进行链式调用。在这个示例中,我们" +"对该 [SceneTreeTween] 进行了绑定,并设置了默认的过渡:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"[SceneTreeTween] 还有一种有意思的用法,可以对任意一组对象进行动画:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +"[/codeblock]\n" +"上面的示例中,该节点的所有子节点都会依次被移动到 (0, 0)。\n" +"一些 [Tweener] 会用到过渡和缓动。前者接受 [enum Tween.TransitionType] 常量," +"指的是如何处理该动画的时间(示例见 [url=https://easings.net/]easings.net[/" +"url])。第二个接受的是 [enum Tween.EaseType] 常量,控制 [code]trans_type[/" +"code] 应用到插值中的位置(开头、结尾、头尾均有)。如果你不知道该选用哪种过渡" +"和缓动,可以使用 [constant Tween.EASE_IN_OUT] 配合尝试不同的 [enum Tween." +"TransitionType],然后选用看上去最好的那种。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.png]补间缓动与过渡类型速查表[/url]\n" +"[b]注意:[/b]所有 [SceneTreeTween] 都默认会自动启动。如果要阻止某个 " +"[SceneTreeTween] 自动启动,你可以在创建后立即调用 [method stop]。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66201,6 +66639,12 @@ msgid "" "For a shorter way to create and bind a [SceneTreeTween], you can use [method " "Node.create_tween]." msgstr "" +"将这个 [SceneTreeTween] 绑定到给定的 [code]node[/code] 上。[SceneTreeTween] " +"是由 [SceneTree] 直接处理的,所以不依赖被动画的节点运行。将该 " +"[SceneTreeTween] 绑定到某个 [Node] 后,该对象不在树中时该 [SceneTreeTween] 就" +"会暂停动画,绑定对象被释放时该 [SceneTreeTween] 会被自动销毁。另外," +"[constant TWEEN_PAUSE_BOUND] 会让暂停行为依赖于绑定的节点。\n" +"使用 [method Node.create_tween] 来创建并绑定 [SceneTreeTween] 更简单。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66213,6 +66657,14 @@ msgid "" "tween.chain().tween_property(...) # Will run after two above are finished.\n" "[/codeblock]" msgstr "" +"用于在使用 [code]true[/code] 调用 [method set_parallel] 后,将两个 [Tweener] " +"串联。\n" +"[codeblock]\n" +"var tween = create_tween().set_parallel(true)\n" +"tween.tween_property(...)\n" +"tween.tween_property(...) # 会和上一条并行执行。\n" +"tween.chain().tween_property(...) # 会在前两条完成后执行。\n" +"[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66225,6 +66677,13 @@ msgid "" "[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " "you can call [method stop] after the step, to keep it and reset." msgstr "" +"使用给定的增量秒数 [code]delta[/code] 处理该 [SceneTreeTween]。最常见的用法是" +"在该 [SceneTreeTween] 暂停时对其进行手动控制。也可用于立即停止该 " +"[SceneTreeTween] 的动画,使用比完整长度更大的 [code]delta[/code] 即可。\n" +"如果该 [SceneTreeTween] 仍然有未完成的 [Tweener],则返回 [code]true[/" +"code]。\n" +"[b]注意:[/b]该 [SceneTreeTween] 在完成后会失效,但你可以在 step 后调用 " +"[method stop] 将其保留并重置。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66235,6 +66694,11 @@ msgid "" "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." msgstr "" +"返回该 [SceneTreeTween] 已进行动画的总时长(即自开始以来经过的时间,不计算暂" +"停等时间),单位为秒。时长会受到 [method set_speed_scale] 影响,[method " +"stop] 会将其重置为 [code]0[/code]。\n" +"[b]注意:[/b]由于时长是由帧的增量时间累计而来的,该 [SceneTreeTween] 完成动画" +"后所返回的时长会比 [SceneTreeTween] 的实际时长略大。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66255,12 +66719,23 @@ msgid "" "will always return the final value, regardless of [code]elapsed_time[/code] " "provided." msgstr "" +"不想使用 [SceneTreeTween] 进行动画时,可以使用这个方法进行手动插值。与 " +"[method @GDScript.lerp] 类似,但支持自定义过渡和缓动。\n" +"[code]initial_value[/code] 为插值的起始值。\n" +"[code]delta_value[/code] 为插值的变化值,即等于 [code]final_value - " +"initial_value[/code]。\n" +"[code]elapsed_time[/code] 为插值开始后所经过的秒数,用于控制插值的位置。例" +"如,等于 [code]duration[/code] 的一半时,插值后的值位于初始值和最终值的一半。" +"这个值也可以比 [code]duration[/code] 大或者比 0 小,此时会进行外插。\n" +"[code]duration[/code] 为插值的总时长。\n" +"[b]注意:[/b]如果 [code]duration[/code] 等于 [code]0[/code],那么无论提供的 " +"[code]elapsed_time[/code] 为多少,该方法返回的始终是最终值。" #: doc/classes/SceneTreeTween.xml msgid "" "Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't " "paused and it's not finished." -msgstr "" +msgstr "返回该 [SceneTreeTween] 目前是否正在执行,即未暂停且未完成。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66272,10 +66747,15 @@ msgid "" "[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " "them. You can however still use [method interpolate_value]." msgstr "" +"返回该 [SceneTreeTween] 是否有效。有效的 [SceneTreeTween] 是由场景树包含的 " +"[SceneTreeTween](即 [method SceneTree.get_processed_tweens] 返回的数组中包含" +"这个 [SceneTreeTween])。[SceneTreeTween] 失效的情况有:补间完成、被销毁、使" +"用 [code]Tween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 " +"[Tweener],因为无法进行动画。不过 [method interpolate_value] 还是可以使用的。" #: doc/classes/SceneTreeTween.xml msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]." -msgstr "" +msgstr "终止所有补间操作并将该 [SceneTreeTween] 置为无效。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66290,21 +66770,32 @@ msgid "" "You can make the [SceneTreeTween] parallel by default by using [method " "set_parallel]." msgstr "" +"让下一个 [Tweener] 与上一个并行执行。示例:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"[/codeblock]\n" +"该示例中的所有 [Tweener] 都会同时执行。\n" +"你可以通过使用 [method set_parallel] 让该 [SceneTreeTween] 默认并行。" #: doc/classes/SceneTreeTween.xml msgid "" "Pauses the tweening. The animation can be resumed by using [method play]." -msgstr "" +msgstr "暂停补间。可以使用 [method play] 恢复动画。" #: doc/classes/SceneTreeTween.xml msgid "Resumes a paused or stopped [SceneTreeTween]." -msgstr "" +msgstr "恢复暂停或停止的 [SceneTreeTween]。" #: doc/classes/SceneTreeTween.xml msgid "" "Sets the default ease type for [PropertyTweener]s and [MethodTweener]s " "animated by this [SceneTreeTween]." msgstr "" +"设置由这个 [SceneTreeTween] 进行动画的 [PropertyTweener] 和 [MethodTweener] " +"的默认缓动类型。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66321,12 +66812,22 @@ msgid "" "[SceneTreeTween]'s lifetime depends on some node, always use [method " "bind_node]." msgstr "" +"这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n" +"调用这个方法时如果不带参数,那么该 [SceneTreeTween] 会无限执行,直到被 " +"[method kill] 销毁、绑定节点被释放、或者所有进行动画的对象都被释放(无法再进" +"行任何动画)。\n" +"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。0 时长的循环动画(例如" +"单个不带延迟的 [CallbackTweener] 或者节点无效的 [PropertyTweener])和无限 " +"[code]while[/code] 循环是一样的,会导致游戏冻结。如果 [SceneTreeTween] 的生命" +"期依赖于某个节点,请一定使用 [method bind_node]。" #: doc/classes/SceneTreeTween.xml msgid "" "If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after " "this method will by default run simultaneously, as opposed to sequentially." msgstr "" +"如果 [code]parallel[/code] 为 [code]true[/code],那么在这个方法之后追加的 " +"[Tweener] 将默认同时执行,而不是顺序执行。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66334,6 +66835,9 @@ msgid "" "paused. Check [enum TweenPauseMode] for options.\n" "Default value is [constant TWEEN_PAUSE_BOUND]." msgstr "" +"决定该 [SceneTreeTween] 在 [SceneTree] 暂停时的行为。可选项请查看 [enum " +"TweenPauseMode]。\n" +"默认值为 [constant TWEEN_PAUSE_BOUND]。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66342,23 +66846,30 @@ msgid "" "_physics_process].\n" "Default value is [constant Tween.TWEEN_PROCESS_IDLE]." msgstr "" +"决定该 [SceneTreeTween] 应当在空闲帧(见 [method Node._process])还是物理帧" +"(见 [method Node._physics_process])执行。\n" +"默认值为 [constant Tween.TWEEN_PROCESS_IDLE]。" #: doc/classes/SceneTreeTween.xml msgid "" "Scales the speed of tweening. This affects all [Tweener]s and their delays." -msgstr "" +msgstr "补间的速度缩放。影响所有 [Tweener] 及其延迟。" #: doc/classes/SceneTreeTween.xml msgid "" "Sets the default transition type for [PropertyTweener]s and [MethodTweener]s " "animated by this [SceneTreeTween]." msgstr "" +"设置由这个 [SceneTreeTween] 进行动画的 [PropertyTweener] 和 [MethodTweener] " +"的默认过渡类型。" #: doc/classes/SceneTreeTween.xml msgid "" "Stops the tweening and resets the [SceneTreeTween] to its initial state. " "This will not remove any appended [Tweener]s." msgstr "" +"停止补间,并将该 [SceneTreeTween] 重置为初始状态。不会移除已追加的 " +"[Tweener]。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66377,6 +66888,19 @@ msgid "" "tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" "[/codeblock]" msgstr "" +"创建并追加一个 [CallbackTweener]。这个方法可用于调用任意对象的任意方法。请使" +"用 [code]binds[/code] 绑定额外的调用参数。\n" +"示例:总是每隔 1 秒射击一次的对象。\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().set_loops()\n" +"tween.tween_callback(self, \"shoot\").set_delay(1)\n" +"[/codeblock]\n" +"示例:将精灵变红然后变蓝,带有 2 秒延迟。\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" +"[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66403,6 +66927,25 @@ msgid "" "tween.tween_interval(2)\n" "[/codeblock]" msgstr "" +"创建并追加一个 [IntervalTweener]。这个方法可用于在补间动画中创建延迟,可以替" +"代在其他 [Tweener] 中使用延迟,或无动画的情况(此时 [SceneTreeTween] 充当计时" +"器的角色)。[code]time[/code] 为间隔时间,单位为秒。\n" +"示例:创建代码执行的间隔。\n" +"[codeblock]\n" +"# ... 一些代码\n" +"yield(create_tween().tween_interval(2), \"finished\")\n" +"# ... 更多代码\n" +"[/codeblock]\n" +"示例:创建每隔几秒就来回移动并跳跃的对象。\n" +"[codeblock]\n" +"var tween = create_tween().set_loops()\n" +"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66432,6 +66975,28 @@ msgid "" " $Label.text = \"Counting \" + str(value)\n" "[/codeblock]" msgstr "" +"创建并追加一个 [MethodTweener]。这个方法与 [method tween_callback] 和 " +"[method tween_property] 的组合类似,会使用补间后的值作为参数去持续调用某个方" +"法。该值是从 [code]from[/code] 到 [code]to[/code] 进行补间的,时长为 " +"[code]duration[/code] 秒。请使用 [code]binds[/code] 绑定额外的调用参数。你可" +"以使用 [method MethodTweener.set_ease] 和 [method MethodTweener.set_trans] 来" +"调整该值的缓动和过渡,可以使用 [method MethodTweener.set_delay] 来延迟补" +"间。\n" +"示例:让 3D 对象面向另一个点。\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), " +"1, [Vector3.UP]) # look_at() 方法的第二个参数接受的是上向量。\n" +"[/codeblock]\n" +"示例:在一段延迟后,使用中间方法来设置 [Label] 的文本。\n" +"[codeblock]\n" +"func _ready():\n" +" var tween = create_tween()\n" +" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n" +"\n" +"func set_label_text(value: int):\n" +" $Label.text = \"Counting \" + str(value)\n" +"[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66464,6 +67029,29 @@ msgid "" "as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" "[/codeblock]" msgstr "" +"创建并追加一个 [PropertyTweener]。这个方法会将 [code]object[/code] 对象的 " +"[code]property[/code] 属性在初始值和最终值 [code]final_val[/code] 之间进行补" +"间,持续时间为 [code]duration[/code] 秒。初始值默认为该 [PropertyTweener] 启" +"动时的值。例如:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" +"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" +"[/codeblock]\n" +"会将该精灵移动到 (100, 200) 然后再移动到 (200, 300)。如果你使用了 [method " +"PropertyTweener.from] 或 [method PropertyTweener.from_current],那么起始位置" +"就会被给定的值所覆盖。更多调整项请参阅 [PropertyTweener] 中的其他方法。\n" +"[b]注意:[/b]鼠标悬停在检查器中的属性上即可查看正确的属性名称。你还可以用 " +"[code]\"属性:组件\"[/code] 的形式提供属性中的组件(例如 [code]position:x[/" +"code]),这样就只会修改这个特定的组件。\n" +"示例:使用不同的过渡类型从同一位置开始移动两次。\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().set_trans(Tween.TRANS_SINE)\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" +"[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66475,6 +67063,11 @@ msgid "" "frame. Calling [method stop] inside the signal callback will preserve the " "[SceneTreeTween]." msgstr "" +"在该 [SceneTreeTween] 完成所有补间时触发。该 [SceneTreeTween] 被设为无限循环" +"时不会触发(见 [method set_loops])。\n" +"[b]注意:[/b]触发这个信号后,该 [SceneTreeTween] 会被移除(置为无效),但不是" +"立即发生的,而是在下一个处理帧中发生。在该信号的回调中调用 [method stop] 会保" +"留该 [SceneTreeTween]。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66482,6 +67075,8 @@ msgid "" "loop index. This signal is not emitted after final loop, use [signal " "finished] instead for this case." msgstr "" +"完成一次循环时触发(见 [method set_loops]),会提供该循环的索引号。这个信号不" +"会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66489,6 +67084,8 @@ msgid "" "step index. One step is either a single [Tweener] or a group of [Tweener]s " "running parallelly." msgstr "" +"完成该 [SceneTreeTween] 的一步完成后触发,会提供这一步的索引号。一步指的是单" +"个 [Tweener] 或一组并行执行的 [Tweener]。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -66496,17 +67093,18 @@ msgid "" "process (see [member Node.pause_mode]). Otherwise it's the same as [constant " "TWEEN_PAUSE_STOP]." msgstr "" +"如果该 [SceneTreeTween] 绑定了节点,会在该节点能够处理时进行处理(见 [member " +"Node.pause_mode])。否则与 [constant TWEEN_PAUSE_STOP] 相同。" #: doc/classes/SceneTreeTween.xml msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause." -msgstr "" +msgstr "如果 [SceneTree] 暂停了,则该 [SceneTreeTween] 也会暂停。" #: doc/classes/SceneTreeTween.xml -#, fuzzy msgid "" "The [SceneTreeTween] will process regardless of whether [SceneTree] is " "paused." -msgstr "不管 [SceneTree] 的暂停状态如何,继续 process。" +msgstr "无论 [SceneTree] 是否暂停,该 [SceneTreeTween] 都会进行处理。" #: doc/classes/Script.xml msgid "A class stored as a resource." @@ -67077,17 +67675,20 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" -"返回这个形状与另一个形状相接触的点的列表。如果没有碰撞,则列表为空。\n" -"这个方法需要这个形状的变换矩阵([code]local_xform[/code]),要检查碰撞的形状" -"([code]with_shape[/code]),以及那个形状的变换矩阵([code]shape_xform[/" -"code])。" #: doc/classes/Shape2D.xml msgid "" @@ -67107,9 +67708,18 @@ msgstr "" "的运动([code]shape_motion[/code])。" #: doc/classes/Shape2D.xml +#, fuzzy msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " @@ -72083,7 +72693,6 @@ msgstr "" "[code]size_right[/code] 和 [code]size_bottom[/code] 像素。" #: doc/classes/StyleBoxFlat.xml -#, fuzzy msgid "" "Antialiasing draws a small ring around the edges, which fades to " "transparency. As a result, edges look much smoother. This is only noticeable " @@ -72094,7 +72703,7 @@ msgid "" "glitches." msgstr "" "抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在" -"使用圆角时才明显。\n" +"使用圆角或 [member skew] 时才明显。\n" "[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1)时,建议将 [member " "anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问" "题。" @@ -72188,6 +72797,12 @@ msgid "" "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" +"将该样式盒扩展到该控件矩形的底边。可以与 [member border_width_bottom] 组合," +"在该控件矩形之外绘制边框。\n" +"[b]注意:[/b]与 [member StyleBox.content_margin_bottom] 不同,[member " +"expand_margin_bottom] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会" +"对可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区" +"域。" #: doc/classes/StyleBoxFlat.xml msgid "" @@ -72200,6 +72815,11 @@ msgid "" "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" +"将该样式盒扩展到该控件矩形的左边。可以与 [member border_width_left] 组合,在" +"该控件矩形之外绘制边框。\n" +"[b]注意:[/b]与 [member StyleBox.content_margin_left] 不同,[member " +"expand_margin_left] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对" +"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" #: doc/classes/StyleBoxFlat.xml msgid "" @@ -72212,6 +72832,11 @@ msgid "" "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" +"将该样式盒扩展到该控件矩形的右边。可以与 [member border_width_right] 组合,在" +"该控件矩形之外绘制边框。\n" +"[b]注意:[/b]与 [member StyleBox.content_margin_right] 不同,[member " +"expand_margin_right] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对" +"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" #: doc/classes/StyleBoxFlat.xml msgid "" @@ -72223,6 +72848,11 @@ msgid "" "[Control]s. This can negatively impact usability if used wrong, as the user " "may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" +"将该样式盒扩展到该控件矩形的顶边。可以与 [member border_width_top] 组合,在该" +"控件矩形之外绘制边框。\n" +"[b]注意:[/b]与 [member StyleBox.content_margin_top] 不同,[member " +"expand_margin_top] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对可" +"用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" #: doc/classes/StyleBoxFlat.xml msgid "" @@ -72254,6 +72884,13 @@ msgid "" "increasing the expand margin does not increase the size of the clickable " "area for [Control]s." msgstr "" +"如果任何轴被设为了非零值,[member skew] 就会将该 StyleBox 进行横向和/或纵向变" +"形。可用于实现“未来风”的 UI。正值会让该 StyleBox 朝右(X 轴)上(Y 轴)偏斜," +"负值会让该 StyleBox 朝左(X 轴)下(Y 轴)偏斜。\n" +"[b]注意:[/b]为了让文本不触碰到该 StyleBox 的边缘,请考虑增大该 [StyleBox] 的" +"内容边距(见 [member StyleBox.content_margin_bottom])。增大内容边距比增大扩" +"展边距(见 [member expand_margin_bottom])更好,因为增大扩展边距并不会增大 " +"[Control] 的可点击区域。" #: doc/classes/StyleBoxLine.xml msgid "[StyleBox] that displays a single line." @@ -76181,7 +76818,6 @@ msgid "" msgstr "将给定的 Unix 时间戳转换为 ISO 8601 日期字符串(YYYY-MM-DD)。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a " "dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], " @@ -76196,7 +76832,8 @@ msgstr "" "为:[code]year[/code]、[code]month[/code]、[code]day[/code]、[code]weekday[/" "code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。\n" "[code]weekday[/code] 为假时,不包含 [code]weekday[/code] 记录(计算花费相对较" -"大)。" +"大)。\n" +"[b]注意:[/b]时间字符串中的小数会被静默忽略。" #: doc/classes/Time.xml msgid "" @@ -76367,7 +77004,6 @@ msgstr "" "时区与给定的日期时间字典相同。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Converts the given ISO 8601 date and/or time string to a Unix timestamp. The " "string can contain a date only, a time only, or both.\n" @@ -76380,10 +77016,10 @@ msgstr "" "将给定的 ISO 8601 日期和/或时间字符串转换为 Unix 时间戳。字符串中可以只包含日" "期、只包含时间,也可以两者都包含。\n" "[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的" -"时区与给定的日期时间字符串相同。" +"时区与给定的日期时间字符串相同。\n" +"[b]注意:[/b]时间字符串中的小数会被静默忽略。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Returns the current Unix timestamp in seconds based on the system time in " "UTC. This method is implemented by the operating system and always returns " @@ -76392,7 +77028,9 @@ msgid "" "returns the timestamp as a [float] for sub-second precision." msgstr "" "返回当前的 Unix 时间戳,以秒为单位,基于 UTC 系统时间。本方法由操作系统实现," -"返回的时间总是 UTC 的。" +"返回的时间总是 UTC 的。\n" +"[b]注意:[/b]与其他使用整数时间戳的方法不同,这个方法返回的是 [float] 类型的" +"时间戳,可以表示比秒更高的精度。" #: doc/classes/Time.xml msgid "The month of January, represented numerically as [code]01[/code]." @@ -76846,31 +77484,32 @@ msgid "" msgstr "返回使用正交基(90 度)以及归一化的轴向量(缩放为 1 或 -1)的变换。" #: doc/classes/Transform.xml -#, fuzzy msgid "" "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." msgstr "" -"使用矩阵乘法,将变换围绕给定的轴旋转给定的角度(单位为弧度)。轴必须是归一化" -"的向量。" +"返回该变换的副本,使用矩阵乘法将其围绕给定的轴 [code]axis[/code] 旋转给定的角" +"度 [code]angle[/code](单位为弧度)。轴 [code]axis[/code] 必须是归一化的向" +"量。" #: doc/classes/Transform.xml -#, fuzzy msgid "" "Returns a copy of the transform with its basis and origin scaled by the " "given [code]scale[/code] factor, using matrix multiplication." -msgstr "使用矩阵乘法,通过给定的缩放系数,对变换的基和原点进行缩放。" +msgstr "" +"返回该变换的副本,使用矩阵乘法,通过给定的缩放系数 [code]scale[/code],对它的" +"基和原点进行缩放。" #: doc/classes/Transform.xml doc/classes/Transform2D.xml -#, fuzzy msgid "" "Returns a copy of the transform translated by the given [code]offset[/code], " "relative to the transform's basis vectors.\n" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" -"相对于变换的基向量,将变换按给定的偏移量进行平移。\n" +"返回该变换的副本,将其相对于该变换的基向量按给定的偏移量 [code]offset[/code] " +"进行平移。\n" "与 [method rotated] 和 [method scaled] 不同,它不使用矩阵乘法。" #: doc/classes/Transform.xml @@ -76992,18 +77631,20 @@ msgid "Returns the scale." msgstr "返回缩放。" #: doc/classes/Transform2D.xml -#, fuzzy msgid "" "Returns a copy of the transform rotated by the given [code]angle[/code] (in " "radians), using matrix multiplication." -msgstr "使用矩阵乘法,将变换旋转给定的角度,即弧度。" +msgstr "" +"返回该变换的副本,使用矩阵乘法将其旋转给定的角度 [code]angle[/code](单位为弧" +"度)。" #: doc/classes/Transform2D.xml -#, fuzzy msgid "" "Returns a copy of the transform scaled by the given [code]scale[/code] " "factor, using matrix multiplication." -msgstr "使用矩阵乘法,用给定的缩放系数来缩放变换。" +msgstr "" +"返回该变换的副本,使用矩阵乘法将其用给定的缩放系数 [code]scale[/code] 进行缩" +"放。" #: doc/classes/Transform2D.xml msgid "" @@ -77279,7 +77920,6 @@ msgstr "" "要获得返回的放置部分相对项,请使用[method get_item_at_position]。" #: doc/classes/Tree.xml -#, fuzzy msgid "" "Returns the currently edited item. Can be used with [signal item_edited] to " "get the item that was modified.\n" @@ -77291,13 +77931,13 @@ msgid "" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" "[/codeblock]" msgstr "" -"返回当前被编辑的项。可以和[signal item_edited]一起使用,获得被修改的项。\n" +"返回当前被编辑的项。可以和 [signal item_edited] 一起使用,获得被修改的项。\n" "[codeblock]\n" "func _ready():\n" -" $Tree.item_edited.connect(on_Tree_item_edited)\n" +" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n" "\n" "func on_Tree_item_edited():\n" -" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" +" print($Tree.get_edited()) # 这个项目刚刚被编辑(例如勾选)。\n" "[/codeblock]" #: doc/classes/Tree.xml @@ -78191,7 +78831,6 @@ msgid "Smoothly animates a node's properties over time." msgstr "使节点的属性随时间平滑地变化。" #: doc/classes/Tween.xml -#, fuzzy msgid "" "Tweens are useful for animations requiring a numerical property to be " "interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" @@ -78258,7 +78897,9 @@ msgstr "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween 缓动与过渡类型速查表[/url]\n" "[b]注意:[/b]如果无法完成所请求的操作,Tween 的方法会返回 [code]false[/" -"code]。" +"code]。\n" +"[b]注意:[/b]如果想要使用另一种形式的不需要使用节点的补间动画,请参阅 " +"[SceneTreeTween]。" #: doc/classes/Tween.xml msgid "" @@ -78599,7 +79240,7 @@ msgstr "[constant EASE_IN] and [constant EASE_OUT]的组合。两端的插值最 #: doc/classes/Tweener.xml msgid "Abstract class for all Tweeners used by [SceneTreeTween]." -msgstr "" +msgstr "[SceneTreeTween] 所使用的所有 Tweener(补间器)的抽象类。" #: doc/classes/Tweener.xml msgid "" @@ -78608,11 +79249,12 @@ msgid "" "can't be created manually, you need to use a dedicated method from " "[SceneTreeTween]." msgstr "" +"Tweener 是执行特定动画任务的对象,例如对属性进行插值、在给定的时刻调用某个方" +"法。[Tweener] 无法手动创建,你需要使用 [SceneTreeTween] 中的专用方法。" #: doc/classes/Tweener.xml -#, fuzzy msgid "Emitted when the [Tweener] has just finished its job." -msgstr "当节点进入树时触发。" +msgstr "当该 [Tweener] 刚刚完成其任务时触发。" #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." @@ -79693,15 +80335,14 @@ msgstr "" "vector2_angle_to.png]返回角度的说明。[/url]" #: doc/classes/Vector2.xml -#, fuzzy msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" -"返回连接两点的直线与X轴的夹角,单位为弧度。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"返回连接两点的直线与 X 轴的夹角,单位为弧度。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/" "vector2_angle_to_point.png]返回角度的图示。[/url]" #: doc/classes/Vector2.xml @@ -79897,11 +80538,12 @@ msgstr "" "量。" #: doc/classes/Vector2.xml -#, fuzzy msgid "" "Returns the vector rotated by [code]angle[/code] (in radians). See also " "[method @GDScript.deg2rad]." -msgstr "返回旋转了[code]phi[/code]弧度的向量。参阅[method @GDScript.deg2rad]。" +msgstr "" +"返回旋转了 [code]angle[/code] 的向量(单位为弧度)。另请参阅 [method " +"@GDScript.deg2rad]。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -80004,7 +80646,6 @@ msgid "Vector used for 3D math." msgstr "用于 3D 数学的向量。" #: doc/classes/Vector3.xml -#, fuzzy msgid "" "3-element structure that can be used to represent positions in 3D space or " "any other triplet of numeric values.\n" @@ -80012,7 +80653,7 @@ msgid "" "code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 " "will always evaluate to [code]true[/code]." msgstr "" -"可用于表示 3D 空间中的位置或任何其他数值对的 3 元素结构。\n" +"3 元素结构,可用于表示 3D 空间中的位置或任何其他数值三元组。\n" "[b]注意:[/b]在布尔上下文中,如果 Vector3 等于 [code]Vector3(0, 0, 0)[/" "code],将评估为 [code]false[/code]。否则, Vector3 将始终评估为 [code]true[/" "code]。" @@ -80110,11 +80751,12 @@ msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "返回从给定法线定义的平面上反射的向量。" #: doc/classes/Vector3.xml -#, fuzzy msgid "" "Rotates this vector around a given axis by [code]angle[/code] (in radians). " "The axis must be a normalized vector." -msgstr "将此向量绕给定的轴旋转 [code]phi[/code] 弧度。该轴必须是归一化的向量。" +msgstr "" +"将此向量绕给定的轴旋转 [code]angle[/code](单位为弧度)。该轴必须是归一化的向" +"量。" #: doc/classes/Vector3.xml msgid "" @@ -80849,6 +81491,9 @@ msgid "" "Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." "NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" +"如果该视区目前正在执行拖拽操作,则返回 [code]true[/code]。\n" +"如果你更倾向于对其进行轮询,那么就可以作为 [constant Node." +"NOTIFICATION_DRAG_BEGIN] 和 [constant Node.NOTIFICATION_DRAG_END] 的替代品。" #: doc/classes/Viewport.xml msgid "" @@ -86071,6 +86716,26 @@ msgid "" " $TextureRect.texture = proxy_texture\n" "[/codeblock]" msgstr "" +"在两个纹理之间创建更新链,与 [ViewportTexture] 的原理类似。基础纹理为 " +"[Viewport] 的纹理时,视区每新渲染一帧,代理纹理就会自动收到更新。\n" +"例如,此处的代码会利用 VisualServer API 将一张通用的 [ImageTexture] 链接到 " +"[Viewport] 的纹理输出上:\n" +"[codeblock]\n" +"func _ready():\n" +" var viewport_rid = get_viewport().get_viewport_rid()\n" +" var viewport_texture_rid = VisualServer." +"viewport_get_texture(viewport_rid)\n" +"\n" +" var proxy_texture = ImageTexture.new()\n" +" var viewport_texture_image_data = VisualServer." +"texture_get_data(viewport_texture_rid)\n" +"\n" +" proxy_texture.create_from_image(viewport_texture_image_data)\n" +" var proxy_texture_rid = proxy_texture.get_rid()\n" +" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n" +"\n" +" $TextureRect.texture = proxy_texture\n" +"[/codeblock]" #: doc/classes/VisualServer.xml msgid "" @@ -87193,16 +87858,17 @@ msgid "" "Output color as they came in. This can cause bright lighting to look blown " "out, with noticeable clipping in the output colors." msgstr "" +"按照输入原样输出颜色。较亮的光照会导致过曝、输出的颜色中会有可见的截断。" #: doc/classes/VisualServer.xml -#, fuzzy msgid "" "Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors " "by this formula: [code]color = color / (1 + color)[/code]. This avoids " "clipping bright highlights, but the resulting image can look a bit dull." msgstr "" -"Reinhardt tonemapper运算器。通过这个公式对渲染像素的颜色进行变化。" -"[code]color = color / (1 + color)[/code]." +"使用 Reinhard 色调映射器。对渲染后的像素颜色进行调整,使用的是这个公式:" +"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像" +"可能看上去有些寡淡。" #: doc/classes/VisualServer.xml msgid "" @@ -87210,6 +87876,8 @@ msgid "" "resulting image that usually looks more vivid than [constant " "ENV_TONE_MAPPER_REINHARD]." msgstr "" +"使用电影级色调映射器。可以避免对高光的截断,最终的图像一般比 [constant " +"ENV_TONE_MAPPER_REINHARD] 看上去更鲜艳。" #: doc/classes/VisualServer.xml msgid "" @@ -87221,6 +87889,12 @@ msgid "" "[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " "of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]." msgstr "" +"使用旧有的 Godot 版本的学院色彩编码系统(Academy Color Encoding System)色调" +"映射器。与 [constant ENV_TONE_MAPPER_ACES_FITTED] 不同,这个版本的 ACES 对较" +"亮的光照的处理从物理角度看并不精确。ACES 的输出在对比度方面通常比 [constant " +"ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 更高。\n" +"[b]注意:[/b]Godot 4.0 中会移除这个色调映射运算子,使用更精确的 [constant " +"ENV_TONE_MAPPER_ACES_FITTED]。" #: doc/classes/VisualServer.xml msgid "" @@ -87230,6 +87904,10 @@ msgid "" "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " "and [constant ENV_TONE_MAPPER_FILMIC]." msgstr "" +"使用学院色彩编码系统(Academy Color Encoding System)色调映射器。与其他选项相" +"比,ACES 的消耗略高,但对于较亮的光照的处理更真实,越亮饱和度越低。ACES 的输" +"出在对比度方面通常比 [constant ENV_TONE_MAPPER_REINHARD] 和 [constant " +"ENV_TONE_MAPPER_FILMIC] 更高。" #: doc/classes/VisualServer.xml msgid "Lowest quality of screen space ambient occlusion." diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 72e6532ad3..4b40723235 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -1035,11 +1035,12 @@ msgstr "aasd" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1083,37 +1084,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4215,17 +4215,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4253,9 +4260,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4279,8 +4286,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4332,6 +4342,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4848,11 +4868,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5888,7 +5908,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7081,7 +7104,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7126,10 +7152,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7267,11 +7297,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8406,7 +8440,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8628,7 +8662,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11743,17 +11777,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14008,7 +14042,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14104,7 +14140,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22520,6 +22558,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "回傳參數的餘弦值。" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26108,9 +26151,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -34647,13 +34703,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35365,6 +35421,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35434,6 +35496,12 @@ msgid "Create a new map." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "回傳參數的反正弦值。" @@ -35461,6 +35529,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "回傳參數的餘弦值。" @@ -35484,6 +35558,12 @@ msgid "Creates a new region." 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 "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "回傳參數的正弦值。" @@ -35963,19 +36043,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "計算兩個向量的外積。" + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -35994,7 +36115,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36040,6 +36164,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "回傳參數的正弦值。" + +#: doc/classes/NavigationObstacle.xml 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." @@ -36076,6 +36205,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "回傳參數的正弦值。" + +#: doc/classes/NavigationObstacle2D.xml 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." @@ -37264,7 +37398,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37272,8 +37406,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37567,14 +37701,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37707,6 +37833,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37868,6 +38003,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39109,7 +39262,7 @@ msgstr "計算兩個向量的外積。" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39131,7 +39284,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44483,6 +44637,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45277,6 +45440,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -48723,19 +48890,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -53567,8 +53721,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53589,8 +53750,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " |