diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/AnimationNodeOneShot.xml | 30 | ||||
-rw-r--r-- | doc/classes/AnimationNodeSync.xml | 1 | ||||
-rw-r--r-- | doc/classes/AnimationNodeTimeSeek.xml | 15 | ||||
-rw-r--r-- | doc/classes/AnimationNodeTransition.xml | 29 | ||||
-rw-r--r-- | doc/classes/AnimationRootNode.xml | 1 | ||||
-rw-r--r-- | doc/classes/Area2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Area3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Camera2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/CanvasItem.xml | 1 | ||||
-rw-r--r-- | doc/classes/CanvasLayer.xml | 2 | ||||
-rw-r--r-- | doc/classes/Control.xml | 3 | ||||
-rw-r--r-- | doc/classes/Engine.xml | 16 | ||||
-rw-r--r-- | doc/classes/FileAccess.xml | 2 | ||||
-rw-r--r-- | doc/classes/Marshalls.xml | 2 | ||||
-rw-r--r-- | doc/classes/PacketPeer.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsServer2D.xml | 330 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 | ||||
-rw-r--r-- | doc/classes/RenderingDevice.xml | 3 | ||||
-rw-r--r-- | doc/classes/StreamPeer.xml | 2 | ||||
-rw-r--r-- | doc/classes/VisibleOnScreenNotifier2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/VisibleOnScreenNotifier3D.xml | 2 | ||||
-rw-r--r-- | doc/translations/es.po | 538 | ||||
-rw-r--r-- | doc/translations/fr.po | 392 | ||||
-rw-r--r-- | doc/translations/zh_CN.po | 2420 |
24 files changed, 2514 insertions, 1286 deletions
diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 9e8193868c..0a8998cb9e 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -5,6 +5,27 @@ </brief_description> <description> A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. + After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE]. + [codeblocks] + [gdscript] + # Play child animation connected to "shot" port. + animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) + # Alternative syntax (same result as above). + animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE + + # Abort child animation connected to "shot" port. + animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT) + # Alternative syntax (same result as above). + animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT + [/gdscript] + [csharp] + // Play child animation connected to "shot" port. + animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE); + + // Abort child animation connected to "shot" port. + animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT); + [/csharp] + [/codeblocks] </description> <tutorials> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> @@ -13,6 +34,7 @@ <members> <member name="autorestart" type="bool" setter="set_autorestart" getter="has_autorestart" default="false"> If [code]true[/code], the sub-animation will restart automatically after finishing. + In other words, to start auto restarting, the animation must be played once with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not disable the [member autorestart] itself. So, the [constant ONE_SHOT_REQUEST_FIRE] request will start auto restarting again. </member> <member name="autorestart_delay" type="float" setter="set_autorestart_delay" getter="get_autorestart_delay" default="1.0"> The delay after which the automatic restart is triggered, in seconds. @@ -21,22 +43,30 @@ 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="0.0"> + The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a crossfade that starts at 0 second and ends at 1 second during the animation. </member> <member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.0"> + The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a crossfade that starts at 4 second and ends at 5 second during the animation. </member> <member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0"> + The blend type. </member> </members> <constants> <constant name="ONE_SHOT_REQUEST_NONE" value="0" enum="OneShotRequest"> + The default state of the request. Nothing is done. </constant> <constant name="ONE_SHOT_REQUEST_FIRE" value="1" enum="OneShotRequest"> + The request to play the animation connected to "shot" port. </constant> <constant name="ONE_SHOT_REQUEST_ABORT" value="2" enum="OneShotRequest"> + The request to stop the animation connected to "shot" port. </constant> <constant name="MIX_MODE_BLEND" value="0" enum="MixMode"> + Blends two animations. See also [AnimationNodeBlend2]. </constant> <constant name="MIX_MODE_ADD" value="1" enum="MixMode"> + Blends two animations additively. See also [AnimationNodeAdd2]. </constant> </constants> </class> diff --git a/doc/classes/AnimationNodeSync.xml b/doc/classes/AnimationNodeSync.xml index 21cac11d50..c0e7741ac0 100644 --- a/doc/classes/AnimationNodeSync.xml +++ b/doc/classes/AnimationNodeSync.xml @@ -1,6 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AnimationNodeSync" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + The base class for [AnimationNode] which has more than two input ports and needs to synchronize them. </brief_description> <description> </description> diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index 0a7da8ba07..5033059927 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -4,25 +4,26 @@ A time-seeking animation node to be used with [AnimationTree]. </brief_description> <description> - This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an [Animation] from the start or a certain playback position inside the [AnimationNodeBlendTree]. After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its [code]seek_position[/code] value to [code]-1.0[/code]. + This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an [Animation] from the start or a certain playback position inside the [AnimationNodeBlendTree]. + After setting the time and changing the animation playback, the time seek node automatically goes into sleep mode on the next process frame by setting its [code]seek_request[/code] value to [code]-1.0[/code]. [codeblocks] [gdscript] # Play child animation from the start. - animation_tree.set("parameters/Seek/seek_position", 0.0) + animation_tree.set("parameters/TimeSeek/seek_request", 0.0) # Alternative syntax (same result as above). - animation_tree["parameters/Seek/seek_position"] = 0.0 + animation_tree["parameters/TimeSeek/seek_request"] = 0.0 # Play child animation from 12 second timestamp. - animation_tree.set("parameters/Seek/seek_position", 12.0) + animation_tree.set("parameters/TimeSeek/seek_request", 12.0) # Alternative syntax (same result as above). - animation_tree["parameters/Seek/seek_position"] = 12.0 + animation_tree["parameters/TimeSeek/seek_request"] = 12.0 [/gdscript] [csharp] // Play child animation from the start. - animationTree.Set("parameters/Seek/seek_position", 0.0); + animationTree.Set("parameters/TimeSeek/seek_request", 0.0); // Play child animation from 12 second timestamp. - animationTree.Set("parameters/Seek/seek_position", 12.0); + animationTree.Set("parameters/TimeSeek/seek_request", 12.0); [/csharp] [/codeblocks] </description> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index bc3e5716dd..7e4d87bd2c 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -5,6 +5,35 @@ </brief_description> <description> Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. + After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its [code]transition_request[/code] value to empty. + [codeblocks] + [gdscript] + # Play child animation connected to "state_2" port. + animation_tree.set("parameters/Transition/transition_request", "state_2") + # Alternative syntax (same result as above). + animation_tree["parameters/Transition/transition_request"] = "state_2" + + # Get current state name. + animation_tree.get("parameters/Transition/current_state") + # Alternative syntax (same result as above). + animation_tree["parameters/Transition/current_state"] + + # Get current state index. + animation_tree.get("parameters/Transition/current_index")) + # Alternative syntax (same result as above). + animation_tree["parameters/Transition/current_index"] + [/gdscript] + [csharp] + // Play child animation connected to "state_2" port. + animationTree.Set("parameters/Transition/transition_request", "state_2"); + + // Get current state name. + animationTree.Get("parameters/Transition/current_state"); + + // Get current state index. + animationTree.Get("parameters/Transition/current_index"); + [/csharp] + [/codeblocks] </description> <tutorials> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> diff --git a/doc/classes/AnimationRootNode.xml b/doc/classes/AnimationRootNode.xml index d364c15f77..cdcec3787a 100644 --- a/doc/classes/AnimationRootNode.xml +++ b/doc/classes/AnimationRootNode.xml @@ -1,6 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AnimationRootNode" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + The [AnimationNode] which can be set as the root of an [AnimationTree]. </brief_description> <description> </description> diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 8a98921a60..100a71abef 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Area2D" inherits="CollisionObject2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - 2D area for detection and physics and audio influence. + 2D area for detection, as well as physics and audio influence. </brief_description> <description> 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses. diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index bd046b7cb8..cf9e865064 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Area3D" inherits="CollisionObject3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - 3D area for detection and physics and audio influence. + 3D area for detection, as well as physics and audio influence. </brief_description> <description> 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses. diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index 4156c9451a..6a99647e46 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -178,6 +178,7 @@ </member> <member name="zoom" type="Vector2" setter="set_zoom" getter="get_zoom" default="Vector2(1, 1)"> The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen in the viewport. + [b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] zoom into account. This means that zooming in/out will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the font is part of a [CanvasLayer] that makes it ignore camera zoom. To ensure text remains crisp regardless of zoom, you can enable MSDF font rendering by enabling [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] (applies to the default project font only), or enabling [b]Multichannel Signed Distance Field[/b] in the import options of a DynamicFont for custom fonts. On system fonts, [member SystemFont.multichannel_signed_distance_field] can be enabled in the inspector. </member> </members> <constants> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index c3c768c12d..f99d90d32c 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -292,6 +292,7 @@ <param index="2" name="scale" type="Vector2" default="Vector2(1, 1)" /> <description> Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this. + [b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param scale] into account. This means that scaling up/down will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To ensure text remains crisp regardless of scale, you can enable MSDF font rendering by enabling [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] (applies to the default project font only), or enabling [b]Multichannel Signed Distance Field[/b] in the import options of a DynamicFont for custom fonts. On system fonts, [member SystemFont.multichannel_signed_distance_field] can be enabled in the inspector. </description> </method> <method name="draw_set_transform_matrix"> diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index ce999c06d3..cc8c84d082 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -50,7 +50,7 @@ Scales the layer when using [member follow_viewport_enabled]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales. </member> <member name="layer" type="int" setter="set_layer" getter="get_layer" default="1"> - Layer index for draw order. Lower values are drawn first. + Layer index for draw order. Lower values are drawn behind higher values. </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> The layer's base offset. diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 7d7925d61e..41c5b4fbe2 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1007,7 +1007,8 @@ </member> <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)"> The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Control] [member scale] into account. This means that scaling up/down will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To ensure text remains crisp regardless of scale, you can enable MSDF font rendering by enabling [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] (applies to the default project font only), or enabling [b]Multichannel Signed Distance Field[/b] in the import options of a DynamicFont for custom fonts. On system fonts, [member SystemFont.multichannel_signed_distance_field] can be enabled in the inspector. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property. </member> <member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context"> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index d583e07f59..461ffcb2e0 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -244,10 +244,14 @@ </description> </method> <method name="register_script_language"> - <return type="void" /> + <return type="int" enum="Error" /> <param index="0" name="language" type="ScriptLanguage" /> <description> Registers a [ScriptLanguage] instance to be available with [code]ScriptServer[/code]. + Returns: + - [constant OK] on success + - [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it limit and cannot register any new language + - [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains a language with similar extension/name/type </description> </method> <method name="register_singleton"> @@ -258,6 +262,16 @@ Registers the given object as a singleton, globally available under [param name]. </description> </method> + <method name="unregister_script_language"> + <return type="int" enum="Error" /> + <param index="0" name="language" type="ScriptLanguage" /> + <description> + Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code]. + Returns: + - [constant OK] on success + - [constant ERR_DOES_NOT_EXIST] if the language is already not registered in [code]ScriptServer[/code] + </description> + </method> <method name="unregister_singleton"> <return type="void" /> <param index="0" name="name" type="StringName" /> diff --git a/doc/classes/FileAccess.xml b/doc/classes/FileAccess.xml index 687a64b8ff..eda06d57da 100644 --- a/doc/classes/FileAccess.xml +++ b/doc/classes/FileAccess.xml @@ -249,6 +249,7 @@ <param index="0" name="allow_objects" type="bool" default="false" /> <description> Returns the next [Variant] value from the file. If [param allow_objects] is [code]true[/code], decoding objects is allowed. + Internally, this uses the same decoding mechanism as the [method @GlobalScope.bytes_to_var] method. [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. </description> </method> @@ -447,6 +448,7 @@ <param index="1" name="full_objects" type="bool" default="false" /> <description> Stores any Variant value in the file. If [param full_objects] is [code]true[/code], encoding objects is allowed (and can potentially include code). + Internally, this uses the same encoding mechanism as the [method @GlobalScope.var_to_bytes] method. [b]Note:[/b] Not all properties are included. Only properties that are configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be serialized. You can add a new usage flag to a property by overriding the [method Object._get_property_list] method in your class. You can also check how property usage is configured by calling [method Object._get_property_list]. See [enum PropertyUsageFlags] for the possible usage flags. </description> </method> diff --git a/doc/classes/Marshalls.xml b/doc/classes/Marshalls.xml index 1eeb0be7ce..e350f3212f 100644 --- a/doc/classes/Marshalls.xml +++ b/doc/classes/Marshalls.xml @@ -29,6 +29,7 @@ <param index="1" name="allow_objects" type="bool" default="false" /> <description> Returns a decoded [Variant] corresponding to the Base64-encoded string [param base64_str]. If [param allow_objects] is [code]true[/code], decoding objects is allowed. + Internally, this uses the same decoding mechanism as the [method @GlobalScope.bytes_to_var] method. [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. </description> </method> @@ -52,6 +53,7 @@ <param index="1" name="full_objects" type="bool" default="false" /> <description> Returns a Base64-encoded string of the [Variant] [param variant]. If [param full_objects] is [code]true[/code], encoding objects is allowed (and can potentially include code). + Internally, this uses the same encoding mechanism as the [method @GlobalScope.var_to_bytes] method. </description> </method> </methods> diff --git a/doc/classes/PacketPeer.xml b/doc/classes/PacketPeer.xml index ab2bc34672..5dd9c5c9f9 100644 --- a/doc/classes/PacketPeer.xml +++ b/doc/classes/PacketPeer.xml @@ -33,6 +33,7 @@ <param index="0" name="allow_objects" type="bool" default="false" /> <description> Gets a Variant. If [param allow_objects] is [code]true[/code], decoding objects is allowed. + Internally, this uses the same decoding mechanism as the [method @GlobalScope.bytes_to_var] method. [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. </description> </method> @@ -49,6 +50,7 @@ <param index="1" name="full_objects" type="bool" default="false" /> <description> Sends a [Variant] as a packet. If [param full_objects] is [code]true[/code], encoding objects is allowed (and can potentially include code). + Internally, this uses the same encoding mechanism as the [method @GlobalScope.var_to_bytes] method. </description> </method> </methods> diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index c3387cf6bd..1fbe77b64b 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -4,7 +4,14 @@ Server interface for low-level 2D physics access. </brief_description> <description> - PhysicsServer2D is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree. + PhysicsServer2D is the server responsible for all 2D physics. It can directly create and manipulate all physics objects: + - A [i]space[/i] is a self-contained world for a physics simulation. It contains bodies, areas, and joints. Its state can be queried for collision and intersection information, and several parameters of the simulation can be modified. + - A [i]shape[/i] is a geometric figure such as a circle, a rectangle, a capsule, or a polygon. It can be used for collision detection by adding it to a body/area, possibly with an extra transformation relative to the body/area's origin. Bodies/areas can have multiple (transformed) shapes added to them, and a single shape can be added to bodies/areas multiple times with different local transformations. + - A [i]body[/i] is a physical object which can be in static, kinematic, or rigid mode. Its state (such as position and velocity) can be queried and updated. A force integration callback can be set to customize the body's physics. + - An [i]area[/i] is a region in space which can be used to detect bodies and areas entering and exiting it. A body monitoring callback can be set to report entering/exiting body shapes, and similarly an area monitoring callback can be set. Gravity and damping can be overridden within the area by setting area parameters. + - A [i]joint[/i] is a constraint, either between two bodies or on one body relative to a point. Parameters such as the joint bias and the rest length of a spring joint can be adjusted. + Physics objects in the physics server may be created and manipulated independently; they do not have to be tied to nodes in the scene tree. + [b]Note:[/b] All the physics nodes use the physics server internally. Adding a physics node to the scene tree will cause a corresponding physics object to be created in the physics server. A rigid body node registers a callback that updates the node's transform with the transform of the respective body object in the physics server (every physics update). An area node registers a callback to inform the area node about overlaps with the respective area object in the physics server. The raycast node queries the direct state of the relevant space in the physics server. </description> <tutorials> </tutorials> @@ -16,7 +23,7 @@ <param index="2" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)" /> <param index="3" name="disabled" type="bool" default="false" /> <description> - Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index. + Adds a shape to the area, with the given local transform. The shape (together with its [param transform] and [param disabled] properties) is added to an array of shapes, and the shapes of an area are usually referenced by their index in this array. </description> </method> <method name="area_attach_canvas_instance_id"> @@ -24,6 +31,7 @@ <param index="0" name="area" type="RID" /> <param index="1" name="id" type="int" /> <description> + Attaches the [code]ObjectID[/code] of a canvas to the area. Use [method Object.get_instance_id] to get the [code]ObjectID[/code] of a [CanvasLayer]. </description> </method> <method name="area_attach_object_instance_id"> @@ -31,47 +39,48 @@ <param index="0" name="area" type="RID" /> <param index="1" name="id" type="int" /> <description> - Assigns the area to a descendant of [Object], so it can exist in the node tree. + Attaches the [code]ObjectID[/code] of an [Object] to the area. Use [method Object.get_instance_id] to get the [code]ObjectID[/code] of a [CollisionObject2D]. </description> </method> <method name="area_clear_shapes"> <return type="void" /> <param index="0" name="area" type="RID" /> <description> - Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later. + Removes all shapes from the area. This does not delete the shapes themselves, so they can continue to be used elsewhere or added back later. </description> </method> <method name="area_create"> <return type="RID" /> <description> - Creates an [Area2D]. After creating an [Area2D] with this method, assign it to a space using [method area_set_space] to use the created [Area2D] in the physics world. + Creates a 2D area object in the physics server, and returns the [RID] that identifies it. Use [method area_add_shape] to add shapes to it, use [method area_set_transform] to set its transform, and use [method area_set_space] to add the area to a space. </description> </method> <method name="area_get_canvas_instance_id" qualifiers="const"> <return type="int" /> <param index="0" name="area" type="RID" /> <description> + Returns the [code]ObjectID[/code] of the canvas attached to the area. Use [method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a nonzero [code]ObjectID[/code]. </description> </method> <method name="area_get_collision_layer" qualifiers="const"> <return type="int" /> <param index="0" name="area" type="RID" /> <description> - Returns the physics layer or layers an area belongs to. + Returns the physics layer or layers the area belongs to, as a bitmask. </description> </method> <method name="area_get_collision_mask" qualifiers="const"> <return type="int" /> <param index="0" name="area" type="RID" /> <description> - Returns the physics layer or layers an area can contact with. + Returns the physics layer or layers the area can contact with, as a bitmask. </description> </method> <method name="area_get_object_instance_id" qualifiers="const"> <return type="int" /> <param index="0" name="area" type="RID" /> <description> - Gets the instance ID of the object the area is assigned to. + Returns the [code]ObjectID[/code] attached to the area. Use [method @GlobalScope.instance_from_id] to retrieve an [Object] from a nonzero [code]ObjectID[/code]. </description> </method> <method name="area_get_param" qualifiers="const"> @@ -79,7 +88,7 @@ <param index="0" name="area" type="RID" /> <param index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter" /> <description> - Returns an area parameter value. See [enum AreaParameter] for a list of available parameters. + Returns the value of the given area parameter. See [enum AreaParameter] for the list of available parameters. </description> </method> <method name="area_get_shape" qualifiers="const"> @@ -87,14 +96,14 @@ <param index="0" name="area" type="RID" /> <param index="1" name="shape_idx" type="int" /> <description> - Returns the [RID] of the nth shape of an area. + Returns the [RID] of the shape with the given index in the area's array of shapes. </description> </method> <method name="area_get_shape_count" qualifiers="const"> <return type="int" /> <param index="0" name="area" type="RID" /> <description> - Returns the number of shapes assigned to an area. + Returns the number of shapes added to the area. </description> </method> <method name="area_get_shape_transform" qualifiers="const"> @@ -102,21 +111,21 @@ <param index="0" name="area" type="RID" /> <param index="1" name="shape_idx" type="int" /> <description> - Returns the transform matrix of a shape within an area. + Returns the local transform matrix of the shape with the given index in the area's array of shapes. </description> </method> <method name="area_get_space" qualifiers="const"> <return type="RID" /> <param index="0" name="area" type="RID" /> <description> - Returns the space assigned to the area. + Returns the [RID] of the space assigned to the area. Returns [code]RID()[/code] if no space is assigned. </description> </method> <method name="area_get_transform" qualifiers="const"> <return type="Transform2D" /> <param index="0" name="area" type="RID" /> <description> - Returns the transform matrix for an area. + Returns the transform matrix of the area. </description> </method> <method name="area_remove_shape"> @@ -124,7 +133,7 @@ <param index="0" name="area" type="RID" /> <param index="1" name="shape_idx" type="int" /> <description> - Removes a shape from an area. It does not delete the shape, so it can be reassigned later. + Removes the shape with the given index from the area's array of shapes. The shape itself is not deleted, so it can continue to be used elsewhere or added back later. As a result of this operation, the area's shapes which used to have indices higher than [param shape_idx] will have their index decreased by one. </description> </method> <method name="area_set_area_monitor_callback"> @@ -132,6 +141,13 @@ <param index="0" name="area" type="RID" /> <param index="1" name="callback" type="Callable" /> <description> + Sets the area's area monitor callback. This callback will be called when any other (shape of an) area enters or exits (a shape of) the given area, and must take the following five parameters: + 1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED] depending on whether the other area's shape entered or exited the area, + 2. an [RID] [code]area_rid[/code]: the [RID] of the other area that entered or exited the area, + 3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to the other area, + 4. an integer [code]area_shape_idx[/code]: the index of the shape of the other area that entered or exited the area, + 5. an integer [code]self_shape_idx[/code]: the index of the shape of the area where the other area entered or exited. + By counting (or keeping track of) the shapes that enter and exit, it can be determined if an area (with all its shapes) is entering for the first time or exiting for the last time. </description> </method> <method name="area_set_collision_layer"> @@ -139,7 +155,7 @@ <param index="0" name="area" type="RID" /> <param index="1" name="layer" type="int" /> <description> - Assigns the area to one or many physics layers. + Assigns the area to one or many physics layers, via a bitmask. </description> </method> <method name="area_set_collision_mask"> @@ -147,7 +163,7 @@ <param index="0" name="area" type="RID" /> <param index="1" name="mask" type="int" /> <description> - Sets which physics layers the area will monitor. + Sets which physics layers the area will monitor, via a bitmask. </description> </method> <method name="area_set_monitor_callback"> @@ -155,12 +171,13 @@ <param index="0" name="area" type="RID" /> <param index="1" name="callback" type="Callable" /> <description> - Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters: - 1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area. - 2: [RID] of the object that entered/exited the area. - 3: Instance ID of the object that entered/exited the area. - 4: The shape index of the object that entered/exited the area. - 5: The shape index of the area where the object entered/exited. + Sets the area's body monitor callback. This callback will be called when any other (shape of a) body enters or exits (a shape of) the given area, and must take the following five parameters: + 1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED] depending on whether the other body shape entered or exited the area, + 2. an [RID] [code]body_rid[/code]: the [RID] of the body that entered or exited the area, + 3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to the body, + 4. an integer [code]body_shape_idx[/code]: the index of the shape of the body that entered or exited the area, + 5. an integer [code]self_shape_idx[/code]: the index of the shape of the area where the body entered or exited. + By counting (or keeping track of) the shapes that enter and exit, it can be determined if a body (with all its shapes) is entering for the first time or exiting for the last time. </description> </method> <method name="area_set_monitorable"> @@ -168,6 +185,7 @@ <param index="0" name="area" type="RID" /> <param index="1" name="monitorable" type="bool" /> <description> + Sets whether the area is monitorable or not. If [param monitorable] is [code]true[/code], the area monitoring callback of other areas will be called when this area enters or exits them. </description> </method> <method name="area_set_param"> @@ -176,7 +194,7 @@ <param index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter" /> <param index="2" name="value" type="Variant" /> <description> - Sets the value for an area parameter. See [enum AreaParameter] for a list of available parameters. + Sets the value of the given area parameter. See [enum AreaParameter] for the list of available parameters. </description> </method> <method name="area_set_shape"> @@ -185,7 +203,7 @@ <param index="1" name="shape_idx" type="int" /> <param index="2" name="shape" type="RID" /> <description> - Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID]. + Replaces the area's shape at the given index by another shape, while not affecting the [code]transform[/code] and [code]disabled[/code] properties at the same index. </description> </method> <method name="area_set_shape_disabled"> @@ -194,7 +212,7 @@ <param index="1" name="shape_idx" type="int" /> <param index="2" name="disabled" type="bool" /> <description> - Disables a given shape in an area. + Sets the disabled property of the area's shape with the given index. If [param disabled] is [code]true[/code], then the shape will not detect any other shapes entering or exiting it. </description> </method> <method name="area_set_shape_transform"> @@ -203,7 +221,7 @@ <param index="1" name="shape_idx" type="int" /> <param index="2" name="transform" type="Transform2D" /> <description> - Sets the transform matrix for an area shape. + Sets the local transform matrix of the area's shape with the given index. </description> </method> <method name="area_set_space"> @@ -211,7 +229,8 @@ <param index="0" name="area" type="RID" /> <param index="1" name="space" type="RID" /> <description> - Assigns a space to the area. + Adds the area to the given space, after removing the area from the previously assigned space (if any). + [b]Note:[/b] To remove an area from a space without immediately adding it back elsewhere, use [code]PhysicsServer2D.area_set_space(area, RID())[/code]. </description> </method> <method name="area_set_transform"> @@ -219,7 +238,7 @@ <param index="0" name="area" type="RID" /> <param index="1" name="transform" type="Transform2D" /> <description> - Sets the transform matrix for an area. + Sets the transform matrix of the area. </description> </method> <method name="body_add_collision_exception"> @@ -227,7 +246,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="excepted_body" type="RID" /> <description> - Adds a body to the list of bodies exempt from collisions. + Adds [param excepted_body] to the body's list of collision exceptions, so that collisions with it are ignored. </description> </method> <method name="body_add_constant_central_force"> @@ -235,7 +254,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="force" type="Vector2" /> <description> - Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code]. + Adds a constant directional force to the body. The force does not affect rotation. The force remains applied over time until cleared with [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/code]. This is equivalent to using [method body_add_constant_force] at the body's center of mass. </description> </method> @@ -245,7 +264,7 @@ <param index="1" name="force" type="Vector2" /> <param index="2" name="position" type="Vector2" default="Vector2(0, 0)" /> <description> - Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code]. + Adds a constant positioned force to the body. The force can affect rotation if [param position] is different from the body's center of mass. The force remains applied over time until cleared with [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/code]. [param position] is the offset from the body origin in global coordinates. </description> </method> @@ -254,7 +273,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="torque" type="float" /> <description> - Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, 0)[/code]. + Adds a constant rotational force to the body. The force does not affect position. The force remains applied over time until cleared with [code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code]. </description> </method> <method name="body_add_shape"> @@ -264,7 +283,7 @@ <param index="2" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)" /> <param index="3" name="disabled" type="bool" default="false" /> <description> - Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index. + Adds a shape to the area, with the given local transform. The shape (together with its [param transform] and [param disabled] properties) is added to an array of shapes, and the shapes of a body are usually referenced by their index in this array. </description> </method> <method name="body_apply_central_force"> @@ -272,7 +291,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="force" type="Vector2" /> <description> - Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update. + Applies a directional force to the body, at the body's center of mass. The force does not affect rotation. A force is time dependent and meant to be applied every physics update. This is equivalent to using [method body_apply_force] at the body's center of mass. </description> </method> @@ -281,7 +300,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="impulse" type="Vector2" /> <description> - Applies a directional impulse without affecting rotation. + Applies a directional impulse to the body, at the body's center of mass. The impulse does not affect rotation. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). This is equivalent to using [method body_apply_impulse] at the body's center of mass. </description> @@ -292,7 +311,7 @@ <param index="1" name="force" type="Vector2" /> <param index="2" name="position" type="Vector2" default="Vector2(0, 0)" /> <description> - Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update. + Applies a positioned force to the body. The force can affect rotation if [param position] is different from the body's center of mass. A force is time dependent and meant to be applied every physics update. [param position] is the offset from the body origin in global coordinates. </description> </method> @@ -302,7 +321,7 @@ <param index="1" name="impulse" type="Vector2" /> <param index="2" name="position" type="Vector2" default="Vector2(0, 0)" /> <description> - Applies a positioned impulse to the body. + Applies a positioned impulse to the body. The impulse can affect rotation if [param position] is different from the body's center of mass. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). [param position] is the offset from the body origin in global coordinates. </description> @@ -312,7 +331,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="torque" type="float" /> <description> - Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + Applies a rotational force to the body. The force does not affect position. A force is time dependent and meant to be applied every physics update. </description> </method> <method name="body_apply_torque_impulse"> @@ -320,7 +339,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="impulse" type="float" /> <description> - Applies a rotational impulse to the body without affecting the position. + Applies a rotational impulse to the body. The impulse does not affect position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). </description> </method> @@ -329,6 +348,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="id" type="int" /> <description> + Attaches the [code]ObjectID[/code] of a canvas to the body. Use [method Object.get_instance_id] to get the [code]ObjectID[/code] of a [CanvasLayer]. </description> </method> <method name="body_attach_object_instance_id"> @@ -336,54 +356,55 @@ <param index="0" name="body" type="RID" /> <param index="1" name="id" type="int" /> <description> - Assigns the area to a descendant of [Object], so it can exist in the node tree. + Attaches the [code]ObjectID[/code] of an [Object] to the body. Use [method Object.get_instance_id] to get the [code]ObjectID[/code] of a [CollisionObject2D]. </description> </method> <method name="body_clear_shapes"> <return type="void" /> <param index="0" name="body" type="RID" /> <description> - Removes all shapes from a body. + Removes all shapes from the body. This does not delete the shapes themselves, so they can continue to be used elsewhere or added back later. </description> </method> <method name="body_create"> <return type="RID" /> <description> - Creates a physics body. + Creates a 2D body object in the physics server, and returns the [RID] that identifies it. Use [method body_add_shape] to add shapes to it, use [method body_set_state] to set its transform, and use [method body_set_space] to add the body to a space. </description> </method> <method name="body_get_canvas_instance_id" qualifiers="const"> <return type="int" /> <param index="0" name="body" type="RID" /> <description> + Returns the [code]ObjectID[/code] of the canvas attached to the body. Use [method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a nonzero [code]ObjectID[/code]. </description> </method> <method name="body_get_collision_layer" qualifiers="const"> <return type="int" /> <param index="0" name="body" type="RID" /> <description> - Returns the physics layer or layers a body belongs to. + Returns the physics layer or layers the body belongs to, as a bitmask. </description> </method> <method name="body_get_collision_mask" qualifiers="const"> <return type="int" /> <param index="0" name="body" type="RID" /> <description> - Returns the physics layer or layers a body can collide with. + Returns the physics layer or layers the body can collide with, as a bitmask. </description> </method> <method name="body_get_collision_priority" qualifiers="const"> <return type="float" /> <param index="0" name="body" type="RID" /> <description> - Returns the body's collision priority. + Returns the body's collision priority. This is used in the depenetration phase of [method body_test_motion]. The higher the priority is, the lower the penetration into the body will be. </description> </method> <method name="body_get_constant_force" qualifiers="const"> <return type="Vector2" /> <param index="0" name="body" type="RID" /> <description> - Returns the body's total constant positional forces applied during each physics update. + Returns the body's total constant positional force applied during each physics update. See [method body_add_constant_force] and [method body_add_constant_central_force]. </description> </method> @@ -391,7 +412,7 @@ <return type="float" /> <param index="0" name="body" type="RID" /> <description> - Returns the body's total constant rotational forces applied during each physics update. + Returns the body's total constant rotational force applied during each physics update. See [method body_add_constant_torque]. </description> </method> @@ -399,35 +420,35 @@ <return type="int" enum="PhysicsServer2D.CCDMode" /> <param index="0" name="body" type="RID" /> <description> - Returns the continuous collision detection mode. + Returns the body's continuous collision detection mode (see [enum CCDMode]). </description> </method> <method name="body_get_direct_state"> <return type="PhysicsDirectBodyState2D" /> <param index="0" name="body" type="RID" /> <description> - Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space. + Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] if the body is destroyed or not assigned to a space. </description> </method> <method name="body_get_max_contacts_reported" qualifiers="const"> <return type="int" /> <param index="0" name="body" type="RID" /> <description> - Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported]. + Returns the maximum number of contacts that the body can report. See [method body_set_max_contacts_reported]. </description> </method> <method name="body_get_mode" qualifiers="const"> <return type="int" enum="PhysicsServer2D.BodyMode" /> <param index="0" name="body" type="RID" /> <description> - Returns the body mode. + Returns the body's mode (see [enum BodyMode]). </description> </method> <method name="body_get_object_instance_id" qualifiers="const"> <return type="int" /> <param index="0" name="body" type="RID" /> <description> - Gets the instance ID of the object the area is assigned to. + Returns the [code]ObjectID[/code] attached to the body. Use [method @GlobalScope.instance_from_id] to retrieve an [Object] from a nonzero [code]ObjectID[/code]. </description> </method> <method name="body_get_param" qualifiers="const"> @@ -435,7 +456,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" /> <description> - Returns the value of a body parameter. See [enum BodyParameter] for a list of available parameters. + Returns the value of the given body parameter. See [enum BodyParameter] for the list of available parameters. </description> </method> <method name="body_get_shape" qualifiers="const"> @@ -443,14 +464,14 @@ <param index="0" name="body" type="RID" /> <param index="1" name="shape_idx" type="int" /> <description> - Returns the [RID] of the nth shape of a body. + Returns the [RID] of the shape with the given index in the body's array of shapes. </description> </method> <method name="body_get_shape_count" qualifiers="const"> <return type="int" /> <param index="0" name="body" type="RID" /> <description> - Returns the number of shapes assigned to a body. + Returns the number of shapes added to the body. </description> </method> <method name="body_get_shape_transform" qualifiers="const"> @@ -458,14 +479,14 @@ <param index="0" name="body" type="RID" /> <param index="1" name="shape_idx" type="int" /> <description> - Returns the transform matrix of a body shape. + Returns the local transform matrix of the shape with the given index in the area's array of shapes. </description> </method> <method name="body_get_space" qualifiers="const"> <return type="RID" /> <param index="0" name="body" type="RID" /> <description> - Returns the [RID] of the space assigned to a body. + Returns the [RID] of the space assigned to the body. Returns [code]RID()[/code] if no space is assigned. </description> </method> <method name="body_get_state" qualifiers="const"> @@ -473,14 +494,14 @@ <param index="0" name="body" type="RID" /> <param index="1" name="state" type="int" enum="PhysicsServer2D.BodyState" /> <description> - Returns a body state. + Returns the value of the given state of the body. See [enum BodyState] for the list of available states. </description> </method> <method name="body_is_omitting_force_integration" qualifiers="const"> <return type="bool" /> <param index="0" name="body" type="RID" /> <description> - Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). + Returns [code]true[/code] if the body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). </description> </method> <method name="body_remove_collision_exception"> @@ -488,7 +509,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="excepted_body" type="RID" /> <description> - Removes a body from the list of bodies exempt from collisions. + Removes [param excepted_body] from the body's list of collision exceptions, so that collisions with it are no longer ignored. </description> </method> <method name="body_remove_shape"> @@ -496,14 +517,14 @@ <param index="0" name="body" type="RID" /> <param index="1" name="shape_idx" type="int" /> <description> - Removes a shape from a body. The shape is not deleted, so it can be reused afterwards. + Removes the shape with the given index from the body's array of shapes. The shape itself is not deleted, so it can continue to be used elsewhere or added back later. As a result of this operation, the body's shapes which used to have indices higher than [param shape_idx] will have their index decreased by one. </description> </method> <method name="body_reset_mass_properties"> <return type="void" /> <param index="0" name="body" type="RID" /> <description> - Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using [method body_set_param]. + Restores the default inertia and center of mass of the body based on its shapes. This undoes any custom values previously set using [method body_set_param]. </description> </method> <method name="body_set_axis_velocity"> @@ -511,7 +532,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="axis_velocity" type="Vector2" /> <description> - Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. + Modifies the body's linear velocity so that its projection to the axis [code]axis_velocity.normalized()[/code] is exactly [code]axis_velocity.length()[/code]. This is useful for jumping behavior. </description> </method> <method name="body_set_collision_layer"> @@ -519,7 +540,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="layer" type="int" /> <description> - Sets the physics layer or layers a body belongs to. + Sets the physics layer or layers the body belongs to, via a bitmask. </description> </method> <method name="body_set_collision_mask"> @@ -527,7 +548,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="mask" type="int" /> <description> - Sets the physics layer or layers a body can collide with. + Sets the physics layer or layers the body can collide with, via a bitmask. </description> </method> <method name="body_set_collision_priority"> @@ -535,7 +556,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="priority" type="float" /> <description> - Sets the body's collision priority. + Sets the body's collision priority. This is used in the depenetration phase of [method body_test_motion]. The higher the priority is, the lower the penetration into the body will be. </description> </method> <method name="body_set_constant_force"> @@ -543,7 +564,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="force" type="Vector2" /> <description> - Sets the body's total constant positional forces applied during each physics update. + Sets the body's total constant positional force applied during each physics update. See [method body_add_constant_force] and [method body_add_constant_central_force]. </description> </method> @@ -552,7 +573,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="torque" type="float" /> <description> - Sets the body's total constant rotational forces applied during each physics update. + Sets the body's total constant rotational force applied during each physics update. See [method body_add_constant_torque]. </description> </method> @@ -562,7 +583,7 @@ <param index="1" name="mode" type="int" enum="PhysicsServer2D.CCDMode" /> <description> Sets the continuous collision detection mode using one of the [enum CCDMode] constants. - Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. + Continuous collision detection tries to predict where a moving body would collide in between physics updates, instead of moving it and correcting its movement if it collided. </description> </method> <method name="body_set_force_integration_callback"> @@ -571,10 +592,11 @@ <param index="1" name="callable" type="Callable" /> <param index="2" name="userdata" type="Variant" default="null" /> <description> - Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]). - The force integration function takes 2 arguments: - [code]state:[/code] [PhysicsDirectBodyState2D] used to retrieve and modify the body's state. - [code]userdata:[/code] Optional user data, if it was passed when calling [code]body_set_force_integration_callback[/code]. + Sets the function used to calculate physics for the body, if that body allows it (see [method body_set_omit_force_integration]). + The force integration function takes the following two parameters: + 1. a [PhysicsDirectBodyState2D] [code]state[/code]: used to retrieve and modify the body's state, + 2. a [Variant] [code]userdata[/code]: optional user data. + [b]Note:[/b] This callback is currently not called in Godot Physics. </description> </method> <method name="body_set_max_contacts_reported"> @@ -582,7 +604,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="amount" type="int" /> <description> - Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies. This is enabled by setting the maximum number of contacts reported to a number greater than 0. + Sets the maximum number of contacts that the body can report. If [param amount] is greater than zero, then the body will keep track of at most this many contacts with other bodies. </description> </method> <method name="body_set_mode"> @@ -590,7 +612,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="mode" type="int" enum="PhysicsServer2D.BodyMode" /> <description> - Sets the body mode using one of the [enum BodyMode] constants. + Sets the body's mode. See [enum BodyMode] for the list of available modes. </description> </method> <method name="body_set_omit_force_integration"> @@ -598,7 +620,7 @@ <param index="0" name="body" type="RID" /> <param index="1" name="enable" type="bool" /> <description> - Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). + Sets whether the body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). </description> </method> <method name="body_set_param"> @@ -607,7 +629,7 @@ <param index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" /> <param index="2" name="value" type="Variant" /> <description> - Sets a body parameter. See [enum BodyParameter] for a list of available parameters. + Sets the value of the given body parameter. See [enum BodyParameter] for the list of available parameters. </description> </method> <method name="body_set_shape"> @@ -616,7 +638,7 @@ <param index="1" name="shape_idx" type="int" /> <param index="2" name="shape" type="RID" /> <description> - Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID]. + Replaces the body's shape at the given index by another shape, while not affecting the [code]transform[/code], [code]disabled[/code], and one-way collision properties at the same index. </description> </method> <method name="body_set_shape_as_one_way_collision"> @@ -626,7 +648,7 @@ <param index="2" name="enable" type="bool" /> <param index="3" name="margin" type="float" /> <description> - Enables one way collision on body if [param enable] is [code]true[/code]. + Sets the one-way collision properties of the body's shape with the given index. If [param enable] is [code]true[/code], the one-way collision direction given by the shape's local upward axis [code]body_get_shape_transform(body, shape_idx).y[/code] will be used to ignore collisions with the shape in the opposite direction, and to ensure depenetration of kinematic bodies happens in this direction. </description> </method> <method name="body_set_shape_disabled"> @@ -635,7 +657,7 @@ <param index="1" name="shape_idx" type="int" /> <param index="2" name="disabled" type="bool" /> <description> - Disables shape in body if [param disabled] is [code]true[/code]. + Sets the disabled property of the body's shape with the given index. If [param disabled] is [code]true[/code], then the shape will be ignored in all collision detection. </description> </method> <method name="body_set_shape_transform"> @@ -644,7 +666,7 @@ <param index="1" name="shape_idx" type="int" /> <param index="2" name="transform" type="Transform2D" /> <description> - Sets the transform matrix for a body shape. + Sets the local transform matrix of the body's shape with the given index. </description> </method> <method name="body_set_space"> @@ -652,7 +674,10 @@ <param index="0" name="body" type="RID" /> <param index="1" name="space" type="RID" /> <description> - Assigns a space to the body (see [method space_create]). + Adds the body to the given space, after removing the body from the previously assigned space (if any). If the body's mode is set to [constant BODY_MODE_RIGID], then adding the body to a space will have the following additional effects: + - If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set explicitly, then the value of that parameter will be recalculated based on the body's shapes. + - If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= 0.0[/code], then the value of that parameter will be recalculated based on the body's shapes, mass, and center of mass. + [b]Note:[/b] To remove a body from a space without immediately adding it back elsewhere, use [code]PhysicsServer2D.body_set_space(body, RID())[/code]. </description> </method> <method name="body_set_state"> @@ -661,8 +686,8 @@ <param index="1" name="state" type="int" enum="PhysicsServer2D.BodyState" /> <param index="2" name="value" type="Variant" /> <description> - Sets a body state using one of the [enum BodyState] constants. - Note that the method doesn't take effect immediately. The state will change on the next physics frame. + Sets the value of a body's state. See [enum BodyState] for the list of available states. + [b]Note:[/b] The state change doesn't take effect immediately. The state will change on the next physics frame. </description> </method> <method name="body_test_motion"> @@ -671,27 +696,31 @@ <param index="1" name="parameters" type="PhysicsTestMotionParameters2D" /> <param index="2" name="result" type="PhysicsTestMotionResult2D" default="null" /> <description> - Returns [code]true[/code] if a collision would result from moving along a motion vector from a given point in space. [PhysicsTestMotionParameters2D] is passed to set motion parameters. [PhysicsTestMotionResult2D] can be passed to return additional information. + Returns [code]true[/code] if a collision would result from moving the body along a motion vector from a given point in space. See [PhysicsTestMotionParameters2D] for the available motion parameters. Optionally a [PhysicsTestMotionResult2D] object can be passed, which will be used to store the information about the resulting collision. </description> </method> <method name="capsule_shape_create"> <return type="RID" /> <description> + Creates a 2D capsule shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the capsule's height and radius. </description> </method> <method name="circle_shape_create"> <return type="RID" /> <description> + Creates a 2D circle shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the circle's radius. </description> </method> <method name="concave_polygon_shape_create"> <return type="RID" /> <description> + Creates a 2D concave polygon shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the concave polygon's segments. </description> </method> <method name="convex_polygon_shape_create"> <return type="RID" /> <description> + Creates a 2D convex polygon shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the convex polygon's points. </description> </method> <method name="damped_spring_joint_get_param" qualifiers="const"> @@ -699,7 +728,7 @@ <param index="0" name="joint" type="RID" /> <param index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam" /> <description> - Returns the value of a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters. + Returns the value of the given damped spring joint parameter. See [enum DampedSpringParam] for the list of available parameters. </description> </method> <method name="damped_spring_joint_set_param"> @@ -708,32 +737,34 @@ <param index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam" /> <param index="2" name="value" type="float" /> <description> - Sets a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters. + Sets the value of the given damped spring joint parameter. See [enum DampedSpringParam] for the list of available parameters. </description> </method> <method name="free_rid"> <return type="void" /> <param index="0" name="rid" type="RID" /> <description> - Destroys any of the objects created by PhysicsServer2D. If the [RID] passed is not one of the objects that can be created by PhysicsServer2D, an error will be sent to the console. + Destroys any of the objects created by PhysicsServer2D. If the [RID] passed is not one of the objects that can be created by PhysicsServer2D, an error will be printed to the console. </description> </method> <method name="get_process_info"> <return type="int" /> <param index="0" name="process_info" type="int" enum="PhysicsServer2D.ProcessInfo" /> <description> - Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states. + Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for the list of available states. </description> </method> <method name="joint_clear"> <return type="void" /> <param index="0" name="joint" type="RID" /> <description> + Destroys the joint with the given [RID], creates a new uninitialized joint, and makes the [RID] refer to this new joint. </description> </method> <method name="joint_create"> <return type="RID" /> <description> + Creates a 2D joint in the physics server, and returns the [RID] that identifies it. To set the joint type, use [method joint_make_damped_spring], [method joint_make_groove] or [method joint_make_pin]. Use [method joint_set_param] to set generic joint parameters. </description> </method> <method name="joint_disable_collisions_between_bodies"> @@ -749,14 +780,14 @@ <param index="0" name="joint" type="RID" /> <param index="1" name="param" type="int" enum="PhysicsServer2D.JointParam" /> <description> - Returns the value of a joint parameter. + Returns the value of the given joint parameter. See [enum JointParam] for the list of available parameters. </description> </method> <method name="joint_get_type" qualifiers="const"> <return type="int" enum="PhysicsServer2D.JointType" /> <param index="0" name="joint" type="RID" /> <description> - Returns a joint's type (see [enum JointType]). + Returns the joint's type (see [enum JointType]). </description> </method> <method name="joint_is_disabled_collisions_between_bodies" qualifiers="const"> @@ -774,6 +805,7 @@ <param index="3" name="body_a" type="RID" /> <param index="4" name="body_b" type="RID" /> <description> + Makes the joint a damped spring joint, attached at the point [param anchor_a] (given in global coordinates) on the body [param body_a] and at the point [param anchor_b] (given in global coordinates) on the body [param body_b]. To set the parameters which are specific to the damped spring, see [method damped_spring_joint_set_param]. </description> </method> <method name="joint_make_groove"> @@ -785,6 +817,7 @@ <param index="4" name="body_a" type="RID" /> <param index="5" name="body_b" type="RID" /> <description> + Makes the joint a groove joint. </description> </method> <method name="joint_make_pin"> @@ -794,6 +827,7 @@ <param index="2" name="body_a" type="RID" /> <param index="3" name="body_b" type="RID" /> <description> + Makes the joint a pin joint. If [param body_b] is [code]RID()[/code], then [param body_a] is pinned to the point [param anchor] (given in global coordinates); otherwise, [param body_a] is pinned to [param body_b] at the point [param anchor] (given in global coordinates). To set the parameters which are specific to the pin joint, see [method pin_joint_set_param]. </description> </method> <method name="joint_set_param"> @@ -802,7 +836,7 @@ <param index="1" name="param" type="int" enum="PhysicsServer2D.JointParam" /> <param index="2" name="value" type="float" /> <description> - Sets a joint parameter. See [enum JointParam] for a list of available parameters. + Sets the value of the given joint parameter. See [enum JointParam] for the list of available parameters. </description> </method> <method name="pin_joint_get_param" qualifiers="const"> @@ -825,37 +859,40 @@ <method name="rectangle_shape_create"> <return type="RID" /> <description> + Creates a 2D rectangle shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the rectangle's half-extents. </description> </method> <method name="segment_shape_create"> <return type="RID" /> <description> + Creates a 2D segment shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the segment's start and end points. </description> </method> <method name="separation_ray_shape_create"> <return type="RID" /> <description> + Creates a 2D separation ray shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the shape's [code]length[/code] and [code]slide_on_slope[/code] properties. </description> </method> <method name="set_active"> <return type="void" /> <param index="0" name="active" type="bool" /> <description> - Activates or deactivates the 2D physics engine. + Activates or deactivates the 2D physics server. If [param active] is [code]false[/code], then the physics server will not do anything in its physics step. </description> </method> <method name="shape_get_data" qualifiers="const"> <return type="Variant" /> <param index="0" name="shape" type="RID" /> <description> - Returns the shape data. + Returns the shape data that defines the configuration of the shape, such as the half-extents of a rectangle or the segments of a concave shape. See [method shape_set_data] for the precise format of this data in each case. </description> </method> <method name="shape_get_type" qualifiers="const"> <return type="int" enum="PhysicsServer2D.ShapeType" /> <param index="0" name="shape" type="RID" /> <description> - Returns a shape's type (see [enum ShapeType]). + Returns the shape's type (see [enum ShapeType]). </description> </method> <method name="shape_set_data"> @@ -863,20 +900,29 @@ <param index="0" name="shape" type="RID" /> <param index="1" name="data" type="Variant" /> <description> - Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type]. + Sets the shape data that defines the configuration of the shape. The [param data] to be passed depends on the shape's type (see [method shape_get_type]): + - [constant SHAPE_WORLD_BOUNDARY]: an array of length two containing a [Vector2] [code]normal[/code] direction and a [code]float[/code] distance [code]d[/code], + - [constant SHAPE_SEPARATION_RAY]: a dictionary containing the key [code]length[/code] with a [code]float[/code] value and the key [code]slide_on_slope[/code] with a [code]bool[/code] value, + - [constant SHAPE_SEGMENT]: a [Rect2] [code]rect[/code] containing the first point of the segment in [code]rect.position[/code] and the second point of the segment in [code]rect.size[/code], + - [constant SHAPE_CIRCLE]: a [code]float[/code] [code]radius[/code], + - [constant SHAPE_RECTANGLE]: a [Vector2] [code]half_extents[/code], + - [constant SHAPE_CAPSULE]: an array of length two (or a [Vector2]) containing a [code]float[/code] [code]height[/code] and a [code]float[/code] [code]radius[/code], + - [constant SHAPE_CONVEX_POLYGON]: either a [PackedVector2Array] of points defining a convex polygon in counterclockwise order (the clockwise outward normal of each segment formed by consecutive points is calculated internally), or a [PackedFloat32Array] of length divisible by four so that every 4-tuple of [code]float[/code]s contains the coordinates of a point followed by the coordinates of the clockwise outward normal vector to the segment between the current point and the next point, + - [constant SHAPE_CONCAVE_POLYGON]: a [PackedVector2Array] of length divisible by two (each pair of points forms one segment). + [b]Warning[/b]: In the case of [constant SHAPE_CONVEX_POLYGON], this method does not check if the points supplied actually form a convex polygon (unlike the [member CollisionPolygon2D.polygon] property). </description> </method> <method name="space_create"> <return type="RID" /> <description> - Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space]. + Creates a 2D space in the physics server, and returns the [RID] that identifies it. A space contains bodies and areas, and controls the stepping of the physics simulation of the objects in it. </description> </method> <method name="space_get_direct_state"> <return type="PhysicsDirectSpaceState2D" /> <param index="0" name="space" type="RID" /> <description> - Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can be used to make collision/intersection queries. + Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can be used for collision/intersection queries. </description> </method> <method name="space_get_param" qualifiers="const"> @@ -884,14 +930,14 @@ <param index="0" name="space" type="RID" /> <param index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter" /> <description> - Returns the value of a space parameter. + Returns the value of the given space parameter. See [enum SpaceParameter] for the list of available parameters. </description> </method> <method name="space_is_active" qualifiers="const"> <return type="bool" /> <param index="0" name="space" type="RID" /> <description> - Returns whether the space is active. + Returns [code]true[/code] if the space is active. </description> </method> <method name="space_set_active"> @@ -899,7 +945,7 @@ <param index="0" name="space" type="RID" /> <param index="1" name="active" type="bool" /> <description> - Marks a space as active. It will not have an effect, unless it is assigned to an area or body. + Activates or deactivates the space. If [param active] is [code]false[/code], then the physics server will not do anything with this space in its physics step. </description> </method> <method name="space_set_param"> @@ -908,42 +954,43 @@ <param index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter" /> <param index="2" name="value" type="float" /> <description> - Sets the value for a space parameter. See [enum SpaceParameter] for a list of available parameters. + Sets the value of the given space parameter. See [enum SpaceParameter] for the list of available parameters. </description> </method> <method name="world_boundary_shape_create"> <return type="RID" /> <description> + Creates a 2D world boundary shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the shape's normal direction and distance properties. </description> </method> </methods> <constants> <constant name="SPACE_PARAM_CONTACT_RECYCLE_RADIUS" value="0" enum="SpaceParameter"> - Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated. + Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated. The default value of this parameter is [member ProjectSettings.physics/2d/solver/contact_recycle_radius]. </constant> <constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter"> - Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded. + Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded. The default value of this parameter is [member ProjectSettings.physics/2d/solver/contact_max_separation]. </constant> <constant name="SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter"> - Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision. + Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision. The default value of this parameter is [member ProjectSettings.physics/2d/solver/contact_max_allowed_penetration]. </constant> <constant name="SPACE_PARAM_CONTACT_DEFAULT_BIAS" value="3" enum="SpaceParameter"> - Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision. + Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision. The default value of this parameter is [member ProjectSettings.physics/2d/solver/default_contact_bias]. </constant> <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter"> - Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given. + Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given. The default value of this parameter is [member ProjectSettings.physics/2d/sleep_threshold_linear]. </constant> <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter"> - Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given. + Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given. The default value of this parameter is [member ProjectSettings.physics/2d/sleep_threshold_angular]. </constant> <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter"> - Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time. + Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time. The default value of this parameter is [member ProjectSettings.physics/2d/time_before_sleep]. </constant> <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter"> - Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. + Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. The default value of this parameter is [member ProjectSettings.physics/2d/solver/default_constraint_bias]. </constant> <constant name="SPACE_PARAM_SOLVER_ITERATIONS" value="8" enum="SpaceParameter"> - Constant to set/get the number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. + Constant to set/get the number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. The default value of this parameter is [member ProjectSettings.physics/2d/solver/solver_iterations]. </constant> <constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType"> This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks. @@ -964,7 +1011,7 @@ This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks. </constant> <constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType"> - This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon. + This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. </constant> <constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType"> This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks. @@ -973,35 +1020,35 @@ This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. </constant> <constant name="AREA_PARAM_GRAVITY_OVERRIDE_MODE" value="0" enum="AreaParameter"> - Constant to set/get gravity override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. + Constant to set/get gravity override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. The default value of this parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]. </constant> <constant name="AREA_PARAM_GRAVITY" value="1" enum="AreaParameter"> - Constant to set/get gravity strength in an area. + Constant to set/get gravity strength in an area. The default value of this parameter is [code]9.80665[/code]. </constant> <constant name="AREA_PARAM_GRAVITY_VECTOR" value="2" enum="AreaParameter"> - Constant to set/get gravity vector/center in an area. + Constant to set/get gravity vector/center in an area. The default value of this parameter is [code]Vector2(0, -1)[/code]. </constant> <constant name="AREA_PARAM_GRAVITY_IS_POINT" value="3" enum="AreaParameter"> - Constant to set/get whether the gravity vector of an area is a direction, or a center point. + Constant to set/get whether the gravity vector of an area is a direction, or a center point. The default value of this parameter is [code]false[/code]. </constant> <constant name="AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE" value="4" enum="AreaParameter"> Constant to set/get the distance at which the gravity strength is equal to the gravity controlled by [constant AREA_PARAM_GRAVITY]. For example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the gravity), and so on. - The above is true only when the unit distance is a positive number. When the unit distance is set to 0.0, the gravity will be constant regardless of distance. + The above is true only when the unit distance is a positive number. When the unit distance is set to 0.0, the gravity will be constant regardless of distance. The default value of this parameter is [code]0.0[/code]. </constant> <constant name="AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE" value="5" enum="AreaParameter"> - Constant to set/get linear damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. + Constant to set/get linear damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. The default value of this parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]. </constant> <constant name="AREA_PARAM_LINEAR_DAMP" value="6" enum="AreaParameter"> - Constant to set/get the linear damping factor of an area. + Constant to set/get the linear damping factor of an area. The default value of this parameter is [code]0.1[/code]. </constant> <constant name="AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE" value="7" enum="AreaParameter"> - Constant to set/get angular damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. + Constant to set/get angular damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. The default value of this parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]. </constant> <constant name="AREA_PARAM_ANGULAR_DAMP" value="8" enum="AreaParameter"> - Constant to set/get the angular damping factor of an area. + Constant to set/get the angular damping factor of an area. The default value of this parameter is [code]1.0[/code]. </constant> <constant name="AREA_PARAM_PRIORITY" value="9" enum="AreaParameter"> - Constant to set/get the priority (order of processing) of an area. + Constant to set/get the priority (order of processing) of an area. The default value of this parameter is [code]0[/code]. </constant> <constant name="AREA_SPACE_OVERRIDE_DISABLED" value="0" enum="AreaSpaceOverrideMode"> This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. @@ -1031,34 +1078,36 @@ Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces. </constant> <constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter"> - Constant to set/get a body's bounce factor. + Constant to set/get a body's bounce factor. The default value of this parameter is [code]0.0[/code]. </constant> <constant name="BODY_PARAM_FRICTION" value="1" enum="BodyParameter"> - Constant to set/get a body's friction. + Constant to set/get a body's friction. The default value of this parameter is [code]1.0[/code]. </constant> <constant name="BODY_PARAM_MASS" value="2" enum="BodyParameter"> - Constant to set/get a body's mass. + Constant to set/get a body's mass. The default value of this parameter is [code]1.0[/code]. If the body's mode is set to [constant BODY_MODE_RIGID], then setting this parameter will have the following additional effects: + - If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set explicitly, then the value of that parameter will be recalculated based on the body's shapes. + - If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= 0.0[/code], then the value of that parameter will be recalculated based on the body's shapes, mass, and center of mass. </constant> <constant name="BODY_PARAM_INERTIA" value="3" enum="BodyParameter"> - Constant to set/get a body's inertia. + Constant to set/get a body's inertia. The default value of this parameter is [code]0.0[/code]. If the body's inertia is set to a value [code]<= 0.0[/code], then the inertia will be recalculated based on the body's shapes, mass, and center of mass. </constant> <constant name="BODY_PARAM_CENTER_OF_MASS" value="4" enum="BodyParameter"> - Constant to set/get a body's center of mass position in the body's local coordinate system. + Constant to set/get a body's center of mass position in the body's local coordinate system. The default value of this parameter is [code]Vector2(0,0)[/code]. If this parameter is never set explicitly, then it is recalculated based on the body's shapes when setting the parameter [constant BODY_PARAM_MASS] or when calling [method body_set_space]. </constant> <constant name="BODY_PARAM_GRAVITY_SCALE" value="5" enum="BodyParameter"> - Constant to set/get a body's gravity multiplier. + Constant to set/get a body's gravity multiplier. The default value of this parameter is [code]1.0[/code]. </constant> <constant name="BODY_PARAM_LINEAR_DAMP_MODE" value="6" enum="BodyParameter"> - Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for possible values. The default value of this parameter is [constant BODY_DAMP_MODE_COMBINE]. </constant> <constant name="BODY_PARAM_ANGULAR_DAMP_MODE" value="7" enum="BodyParameter"> - Constant to set/get a body's angular damping mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's angular damping mode. See [enum BodyDampMode] for possible values. The default value of this parameter is [constant BODY_DAMP_MODE_COMBINE]. </constant> <constant name="BODY_PARAM_LINEAR_DAMP" value="8" enum="BodyParameter"> - Constant to set/get a body's linear damping factor. + Constant to set/get a body's linear damping factor. The default value of this parameter is [code]0.0[/code]. </constant> <constant name="BODY_PARAM_ANGULAR_DAMP" value="9" enum="BodyParameter"> - Constant to set/get a body's angular damping factor. + Constant to set/get a body's angular damping factor. The default value of this parameter is [code]0.0[/code]. </constant> <constant name="BODY_PARAM_MAX" value="10" enum="BodyParameter"> Represents the size of the [enum BodyParameter] enum. @@ -1097,24 +1146,31 @@ Represents the size of the [enum JointType] enum. </constant> <constant name="JOINT_PARAM_BIAS" value="0" enum="JointParam"> + Constant to set/get how fast the joint pulls the bodies back to satisfy the joint constraint. The lower the value, the more the two bodies can pull on the joint. The default value of this parameter is [code]0.0[/code]. + [b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and groove joints. </constant> <constant name="JOINT_PARAM_MAX_BIAS" value="1" enum="JointParam"> + Constant to set/get the maximum speed with which the joint can apply corrections. The default value of this parameter is [code]3.40282e+38[/code]. + [b]Note:[/b] In Godot Physics, this parameter is only used for groove joints. </constant> <constant name="JOINT_PARAM_MAX_FORCE" value="2" enum="JointParam"> + Constant to set/get the maximum force that the joint can use to act on the two bodies. The default value of this parameter is [code]3.40282e+38[/code]. + [b]Note:[/b] In Godot Physics, this parameter is only used for groove joints. </constant> <constant name="PIN_JOINT_SOFTNESS" value="0" enum="PinJointParam"> + Constant to set/get a how much the bond of the pin joint can flex. The default value of this parameter is [code]0.0[/code]. </constant> <constant name="DAMPED_SPRING_REST_LENGTH" value="0" enum="DampedSpringParam"> - Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. + Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. The default value of this parameter is the distance between the joint's anchor points. </constant> <constant name="DAMPED_SPRING_STIFFNESS" value="1" enum="DampedSpringParam"> - Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. + Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. The default value of this parameter is [code]20.0[/code]. </constant> <constant name="DAMPED_SPRING_DAMPING" value="2" enum="DampedSpringParam"> - Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping). + Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping). The default value of this parameter is [code]1.5[/code]. </constant> <constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode"> - Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. + Disables continuous collision detection. This is the fastest way to detect body collisions, but it can miss small and/or fast-moving objects. </constant> <constant name="CCD_MODE_CAST_RAY" value="1" enum="CCDMode"> Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index c30747eac1..21be5e4bee 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -474,9 +474,6 @@ <member name="debug/gdscript/warnings/static_called_on_instance" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a static method from an instance of a class instead of from the class directly. </member> - <member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false"> - If [code]true[/code], all warnings will be reported as if they are errors. - </member> <member name="debug/gdscript/warnings/unassigned_variable" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a variable that wasn't previously assigned. </member> diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 82a2871949..a09940d30e 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -32,7 +32,10 @@ <method name="buffer_get_data"> <return type="PackedByteArray" /> <param index="0" name="buffer" type="RID" /> + <param index="1" name="offset_bytes" type="int" default="0" /> + <param index="2" name="size_bytes" type="int" default="0" /> <description> + Returns a copy of the data of the specified [param buffer], optionally [param offset_bytes] and [param size_bytes] can be set to copy only a portion of the buffer. </description> </method> <method name="buffer_update"> diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml index 969cbac57d..9a70690122 100644 --- a/doc/classes/StreamPeer.xml +++ b/doc/classes/StreamPeer.xml @@ -109,6 +109,7 @@ <param index="0" name="allow_objects" type="bool" default="false" /> <description> Gets a Variant from the stream. If [param allow_objects] is [code]true[/code], decoding objects is allowed. + Internally, this uses the same decoding mechanism as the [method @GlobalScope.bytes_to_var] method. [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. </description> </method> @@ -234,6 +235,7 @@ <param index="1" name="full_objects" type="bool" default="false" /> <description> Puts a Variant into the stream. If [param full_objects] is [code]true[/code] encoding objects is allowed (and can potentially include code). + Internally, this uses the same encoding mechanism as the [method @GlobalScope.var_to_bytes] method. </description> </method> </methods> diff --git a/doc/classes/VisibleOnScreenNotifier2D.xml b/doc/classes/VisibleOnScreenNotifier2D.xml index 32cb191067..c6a7bd5690 100644 --- a/doc/classes/VisibleOnScreenNotifier2D.xml +++ b/doc/classes/VisibleOnScreenNotifier2D.xml @@ -6,6 +6,7 @@ <description> The VisibleOnScreenNotifier2D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a viewport. If you want nodes to be disabled automatically when they exit the screen, use [VisibleOnScreenEnabler2D] instead. + [b]Note:[/b] VisibleOnScreenNotifier2D uses the render culling code to determine whether it's visible on screen, which also means that its [member CanvasItem.visible] must be [code]true[/code] to work correctly. </description> <tutorials> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> diff --git a/doc/classes/VisibleOnScreenNotifier3D.xml b/doc/classes/VisibleOnScreenNotifier3D.xml index 6dec09d03f..aecc3dd0d5 100644 --- a/doc/classes/VisibleOnScreenNotifier3D.xml +++ b/doc/classes/VisibleOnScreenNotifier3D.xml @@ -6,7 +6,7 @@ <description> The VisibleOnScreenNotifier3D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera3D]'s view. If you want nodes to be disabled automatically when they exit the screen, use [VisibleOnScreenEnabler3D] instead. - [b]Note:[/b] VisibleOnScreenNotifier3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. + [b]Note:[/b] VisibleOnScreenNotifier3D uses the render culling code to determine whether it's visible on screen, which also means that its [member Node3D.visible] must be [code]true[/code] to work correctly. </description> <tutorials> </tutorials> diff --git a/doc/translations/es.po b/doc/translations/es.po index 5624cb8668..66093519c4 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -5,7 +5,7 @@ # # 44pes Games <44pes.games@gmail.com>, 2020. # Megamega53 <Christopher.Morales21@myhunter.cuny.edu>, 2020, 2021. -# Javier Ocampos <xavier.ocampos@gmail.com>, 2020, 2021, 2022. +# Javier Ocampos <xavier.ocampos@gmail.com>, 2020, 2021, 2022, 2023. # Serk Lintur <serk.lintur@gmail.com>, 2020. # Lambientan <pedrogtzr@protonmail.com>, 2020. # paco <pacosoftfree@protonmail.com>, 2020, 2021. @@ -40,12 +40,15 @@ # Victor Stancioiu <victorstancioiu@gmail.com>, 2022. # yohanger <yohangerariel@gmail.com>, 2022. # Mateo <mfdez920@gmail.com>, 2023. +# Alan Arrecis <alan.arrecis@gmail.com>, 2023. +# Fernando Sacó <saco.fernando@gmail.com>, 2023. +# Damien Monasterios <monasterio13septiembre@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-01-12 06:06+0000\n" -"Last-Translator: Mateo <mfdez920@gmail.com>\n" +"PO-Revision-Date: 2023-02-10 14:12+0000\n" +"Last-Translator: Damien Monasterios <monasterio13septiembre@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" "Language: es\n" @@ -53,7 +56,7 @@ 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 4.15.1-dev\n" +"X-Generator: Weblate 4.16-dev\n" msgid "Description" msgstr "Descripción" @@ -64,11 +67,17 @@ msgstr "Tutoriales" msgid "Properties" msgstr "Propiedades" +msgid "Constructors" +msgstr "Constructores" + msgid "Methods" msgstr "Métodos" +msgid "Operators" +msgstr "Operadores" + msgid "Theme Properties" -msgstr "Propiedades del Theme" +msgstr "Propiedades del Tema" msgid "Signals" msgstr "Señales" @@ -82,9 +91,15 @@ msgstr "Constantes" msgid "Property Descriptions" msgstr "Descripciones de Propiedades" +msgid "Constructor Descriptions" +msgstr "Descripciones de Constructor" + msgid "Method Descriptions" msgstr "Descripciones de Métodos" +msgid "Operator Descriptions" +msgstr "Descripciones de Operador" + msgid "Theme Property Descriptions" msgstr "Descripciones de las propiedades del tema" @@ -148,84 +163,155 @@ msgstr "" msgid "Built-in GDScript functions." msgstr "Funciones GDScript integradas." -msgid "Converts from decibels to linear energy (audio)." -msgstr "Convierte de decibeles a energía lineal (audio)." - msgid "" -"Prints one or more arguments to strings in the best way possible to standard " -"error line.\n" -"[codeblock]\n" -"printerr(\"prints to stderr\")\n" -"[/codeblock]" +"A list of GDScript-specific utility functions accessed in any script.\n" +"For the list of the global functions and constants see [@GlobalScope]." msgstr "" -"Imprime uno o más argumentos a strings de la mejor manera posible a la línea " -"de error estándar.\n" -"[codeblock]\n" -"printerr(\"Imprime a stderr\")\n" -"[/codeblock]" +"Una lista de funciones de utilidad de script específico GD accedidas en " +"cualquier script.\n" +"Para la lista de funciones globales y constantes ver [@GlobalScope]." + +msgid "GDScript exports" +msgstr "Exportaciones de Scripts GD" msgid "" -"Prints one or more arguments to the console with a space between each " -"argument.\n" +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), " +"blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " +"divided by [code]255.0[/code] for their final value.\n" "[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # Prints A B C\n" +"var red = Color8(255, 0, 0) # Same as Color(1, 0, 0)\n" +"var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" +"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" "[/codeblock]" msgstr "" -"Imprime uno o más argumentos en la consola con un espacio entre cada " -"argumento.\n" +"Devuelve un [Color] construido desde rojo ([param r8]), verde ([param " +"g8]), azul ([param b8]), y opcionalmente alfa ([param a8]) valores " +"enteros, cada uno dividido por [code]255.0[/code] por su valor final.\n" "[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # Imprime A B C\n" +"var red = Color8(255, 0, 0) # Igual que Color(1, 0, 0)\n" +"var dark_blue = Color8(0, 0, 51) # Igual que Color(0, 0, 0.2).\n" +"var my_color = Color8(306, 255, 0, 102) # Igual que Color(1.2, 1, 0, 0.4).\n" "[/codeblock]" msgid "" -"Prints one or more arguments to the console with a tab between each " -"argument.\n" +"Returns a single character (as a [String]) of the given Unicode code point " +"(which is compatible with ASCII code).\n" "[codeblock]\n" -"printt(\"A\", \"B\", \"C\") # Prints A B C\n" +"a = char(65) # a is \"A\"\n" +"a = char(65 + 32) # a is \"a\"\n" +"a = char(8364) # a is \"€\"\n" "[/codeblock]" msgstr "" -"Imprime uno o más argumentos en la consola con un tabulador entre cada " -"argumento.\n" +"Devuelve un carácter como una cadena de tipo Unicode (el cual es compatible " +"con el código ASCII).\n" "[codeblock]\n" -"printt(\"A\",\"B\",\"C\") # Imprime A\\tB\\tC\n" +"a = char(65) # a es \"A\"\n" +"a = char(65 + 32) # a es \"a\"\n" +"a = char(8364) # a es \"€\"\n" "[/codeblock]" msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " -"terminal.\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" -"push_warning(\"test warning\") # Prints \"test warning\" to debugger and " -"terminal as warning call\n" -"[/codeblock]" -msgstr "" -"Envía un mensaje de aviso al depurador incorporado de Godot y al terminal " -"del sistema operativo.\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" -"push_warning(\"test warning) # Imprime \"test warning\" al depurador y a la " -"terminal como una llamada de aviso.\n" -"[/codeblock]" - -msgid "" -"Returns a random unsigned 32-bit integer. Use remainder to obtain a random " -"value in the interval [code][0, N - 1][/code] (where N is smaller than " -"2^32).\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"To iterate over [float], convert them in the loop.\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"Output:\n" "[codeblock]\n" -"randi() # Returns random integer between 0 and 2^32 - 1\n" -"randi() % 20 # Returns random integer between 0 and 19\n" -"randi() % 100 # Returns random integer between 0 and 99\n" -"randi() % 100 + 1 # Returns random integer between 1 and 100\n" +"0.3\n" +"0.2\n" +"0.1\n" "[/codeblock]" msgstr "" -"Devuelve un entero aleatorio sin signo de 32 bits. Utiliza el resto para " -"obtener un valor aleatorio en el intervalo [code][0, N - 1][/code] (donde N " -"es menor que 2^32).\n" +"Devuelve un array con el rango dado. El método range puede ser invocado de " +"tres maneras:\n" +"[code]range(n: int)[/code]: Comienza desde 0, incrementa de 1 en 1, y para " +"[i]antes de[/i] [code]n[/code]. El argumento [code]n[/code] es [b]exclusivo[/" +"b].\n" +"[code]range(b: int, n: int)[/code]: Comienza desde [code]b[/code], " +"incrementa de 1 en 1, y para [i]antes de[/i] [code]n[/code]. Los argumentos " +"[code]b[/code] y [code]n[/code] son [b]inclusivo[/b] y [b]exclusivo[/b], " +"respectivamente.\n" +"[code]range(b: int, n: int, s: int)[/code]: Comiensa desde [code]b[/code], " +"incrementa o decrementa en pasos de [code]s[/code], y para [i]antes de[/i] " +"[code]n[/code]. Los argumentos [code]b[/code] y [code]n[/code] son " +"[b]inclusivo[/b] y [b]exclusivo[/b], respectivamente. El argumento [code]s[/" +"code] [b]puede[/b] ser negativo, pero no [code]0[/code]. Si [code]s[/code] " +"es [code]0[/code], se mostrará un mensaje de error.\n" +"El método range convierte todos los argumentos a [int] antes de procesarse.\n" +"[b]Note:[/b] Devuelve un array vacío si no encuentra el valor de control (v." +"g. [code]range(2, 5, -1)[/code] o [code]range(5, 5, 1)[/code]).\n" +"Ejemplos:\n" "[codeblock]\n" -"randi() # Devuelve un entero aleatorio entre 0 y 2^32 - 1.\n" -"randi() % 20 # Devuelve un entero aleatorio entre 0 y 19.\n" -"randi() % 100 # Devuelve un entero aleatorio entre 0 y 99.\n" -"randi() % 100 + 1 # Devuelve un entero aleatoria entre 1 y 100\n" +"print(range(4)) # Imprime [0, 1, 2, 3]\n" +"print(range(2, 5)) # Imprime [2, 3, 4]\n" +"print(range(0, 6, 2)) # Imprime [0, 2, 4]\n" +"print(range(4, 1, -1)) # Imprime [4, 3, 2]\n" +"[/codeblock]\n" +"Para iterar un [Array] hacia atrás, utilice:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" +"[/codeblock]\n" +"Salida:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"Para iterar sobre [float], conviertelos en el bucle.\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"Salida:\n" +"[codeblock]\n" +"0.3\n" +"0.2\n" +"0.1\n" "[/codeblock]" +msgid "Converts from decibels to linear energy (audio)." +msgstr "Convierte de decibeles a energía lineal (audio)." + msgid "The [AudioServer] singleton." msgstr "El singleton [AudioServer]." @@ -1311,31 +1397,15 @@ msgstr "Si [code]true[/code], la textura se voltea horizontalmente." msgid "If [code]true[/code], texture is flipped vertically." 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." - msgid "The texture's drawing offset." msgstr "El desplazamiento al dibujar de la textura." -msgid "Emitted when [member frame] changed." -msgstr "Emitido cuando [member frame] cambió." - msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" "Nodo de sprites 2D en el mundo 3D, que puede usar múltiples texturas 2D para " "la animación." -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." - -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)." - msgid "Proxy texture for simple frame-based animations." msgstr "Textura de conexión para animaciones simples basadas en fotogramas." @@ -1537,14 +1607,7 @@ msgstr "" "en su lugar." msgid "AnimationTree" -msgstr "AnimationTree" - -msgid "" -"Adds an input to the node. This is only useful for nodes created for use in " -"an [AnimationNodeBlendTree]." -msgstr "" -"Añade una entrada al nodo. Esto sólo es útil para los nodos creados para su " -"uso en un [AnimationNodeBlendTree]." +msgstr "Árbol de Animación" msgid "" "Blend another animation node (in case this node contains children animation " @@ -1582,17 +1645,6 @@ msgstr "Añade o elimina una ruta para el filtro." msgid "If [code]true[/code], filtering is enabled." msgstr "Si [code]true[/code], el filtrado está activado." -msgid "" -"Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their nodes changes. The nodes that emit this signal are " -"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " -"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." -msgstr "" -"Emitidos por nodos que heredan de esta clase y que tienen un árbol interno " -"cuando uno de sus nodos cambia. Los nodos que emiten esta señal son " -"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " -"[AnimationNodeStateMachine], y [AnimationNodeBlendTree]." - msgid "Do not use filtering." msgstr "No utilice el filtrado." @@ -1734,6 +1786,13 @@ msgid "Returns the number of points on the blend axis." msgstr "Devuelve el número de puntos en el eje de la mezcla." msgid "" +"Controls the interpolation between animations. See [enum BlendMode] " +"constants." +msgstr "" +"Controla la interpolación entre las animaciones. Ver las constantes de [enum " +"BlendMode]." + +msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" @@ -1755,6 +1814,23 @@ msgstr "" msgid "Label of the virtual axis of the blend space." msgstr "Etiqueta del eje virtual del espacio de mezcla." +msgid "The interpolation between animations is linear." +msgstr "La interpolación entre las animaciones es lineal." + +msgid "" +"The blend space plays the animation of the node the blending position is " +"closest to. Useful for frame-by-frame 2D animations." +msgstr "" +"El espacio de mezcla reproduce la animación del nodo más cercano a la " +"posición de mezcla. Es útil para las animaciones 2D fotograma a fotograma." + +msgid "" +"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " +"the last animation's playback position." +msgstr "" +"Similar a [constant BLEND_MODE_DISCRETE], pero inicia la nueva animación en " +"la posición de reproducción de la última animación." + msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." @@ -1795,13 +1871,6 @@ msgstr "" "add_blend_point] y [method remove_blend_point]." msgid "" -"Controls the interpolation between animations. See [enum BlendMode] " -"constants." -msgstr "" -"Controla la interpolación entre las animaciones. Ver las constantes de [enum " -"BlendMode]." - -msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" @@ -1831,23 +1900,6 @@ msgstr "" "Emitida cada vez que los triángulos del espacio de mezcla se crean, se " "eliminan, o cuando uno de sus vértices cambia de posición." -msgid "The interpolation between animations is linear." -msgstr "La interpolación entre las animaciones es lineal." - -msgid "" -"The blend space plays the animation of the node the blending position is " -"closest to. Useful for frame-by-frame 2D animations." -msgstr "" -"El espacio de mezcla reproduce la animación del nodo más cercano a la " -"posición de mezcla. Es útil para las animaciones 2D fotograma a fotograma." - -msgid "" -"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " -"the last animation's playback position." -msgstr "" -"Similar a [constant BLEND_MODE_DISCRETE], pero inicia la nueva animación en " -"la posición de reproducción de la última animación." - msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "" "[AnimationTree] es un recurso de nodos que contiene muchos nodos de tipo " @@ -2078,20 +2130,6 @@ msgid "Clears all queued, unplayed animations." msgstr "Limpia todas las colas, animaciones no reproducidas." msgid "" -"Gets the actual playing speed of current animation or 0 if not playing. This " -"speed is the [member playback_speed] property multiplied by " -"[code]custom_speed[/code] argument specified when calling the [method play] " -"method." -msgstr "" -"Obtiene la velocidad de ejecucion de la animacion actual o 0 sino esta " -"siendo reproducida. Esta velocidad es la propiedad [member playback_speed] " -"multiplicada por el argumento [code]custom_speed[/code] especificado cuando " -"se llama al metodo [method play]." - -msgid "Returns [code]true[/code] if playing an animation." -msgstr "Devuelve [code]true[/code] si se esta reproduciendo una animación." - -msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." @@ -2215,13 +2253,6 @@ msgstr "" "Si [code]true[/code], el área del bus de audio sobrescribe el bus de audio " "por defecto." -msgid "" -"The falloff factor for point gravity. The greater the value, the faster " -"gravity decreases with distance." -msgstr "" -"El factor de caída para la gravedad puntual. Cuanto mayor es el valor, más " -"rápido disminuye la gravedad con la distancia." - msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" "Si [code]true[/code], otras áreas de monitoreo pueden detectar esta área." @@ -3147,11 +3178,6 @@ msgstr "" "Devuelve la [AudioEffectInstance] asignada al bus dado y los indices de " "efecto (y opcionalmente el canal)." -msgid "Returns the names of all audio devices detected on the system." -msgstr "" -"Devuelve los nombres de todos los dispositivos de audio detectados en el " -"sistema." - msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Devuelve la frecuencia de muestreo a la salida del [AudioServer]." @@ -3300,15 +3326,9 @@ msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este " "[AudioStreamPlayer2D]." -msgid "Dampens audio over distance with this as an exponent." -msgstr "Amortigua el audio a distancia con esto como exponente." - msgid "Maximum distance from which audio is still hearable." msgstr "Distancia máxima desde la que se puede oír el audio." -msgid "Base volume without dampening." -msgstr "Volumen de la base sin amortiguar." - msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." @@ -3325,25 +3345,6 @@ msgstr "" "cuadrática, logarítmica, o no ser afectado por la distancia, desactivando " "efectivamente la atenuación." -msgid "The angle in which the audio reaches cameras undampened." -msgstr "El ángulo en el que el audio llega a las cámaras sin amortiguar." - -msgid "" -"If [code]true[/code], the audio should be dampened according to the " -"direction of the sound." -msgstr "" -"Si [code]true[/code], el audio debe ser amortiguado de acuerdo a la " -"dirección del sonido." - -msgid "Linear dampening of loudness according to distance." -msgstr "Amortiguación lineal de la sonido según la distancia." - -msgid "Squared dampening of loudness according to distance." -msgstr "Amortiguación cuadrada del sonido según la distancia." - -msgid "Logarithmic dampening of loudness according to distance." -msgstr "Amortiguación logarítmica del sonido según la distancia." - msgid "Disables doppler tracking." msgstr "Desactiva el rastreo doppler." @@ -6158,13 +6159,6 @@ msgstr "" "lo que hace cada una." msgid "" -"The size of the node's bounding rectangle, in pixels. [Container] nodes " -"update this property automatically." -msgstr "" -"El tamaño del rectángulo delimitador del nodo, en píxeles. Los nodos " -"[Container] actualizan esta propiedad automáticamente." - -msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." @@ -6720,7 +6714,7 @@ msgid "Particles are drawn in order of remaining lifetime." msgstr "Las partículas se dibujan en orden según el tiempo de vida restante." msgid "Represents the size of the [enum Parameter] enum." -msgstr "Representa el tamaño del enum [enum Parameter]." +msgstr "Representa el tamaño del enumerado [enum Parameter]." msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "" @@ -8756,6 +8750,11 @@ msgstr "" "Devuelve el ascenso de la fuente (número de píxeles por encima de la línea " "de base)." +msgid "Returns the font descent (number of pixels below the baseline)." +msgstr "" +"Devuelve el descenso de la fuente (número de píxeles por debajo de la línea " +"de base)." + msgid "A script implemented in the GDScript programming language." msgstr "Un guión implementado en el lenguaje de programación GDScript." @@ -8841,13 +8840,6 @@ msgstr "" "La mínima rotación en dirección positiva para soltarse y girar alrededor del " "eje X." -msgid "" -"The amount of rotational damping across the Y axis. The lower, the more " -"dampening occurs." -msgstr "" -"La cantidad de amortiguación rotacional a través del eje Y. Cuanto más bajo, " -"más amortiguación se produce." - msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "Si [code]true[/code], la rotación a través del eje Y está limitada." @@ -8887,13 +8879,6 @@ msgstr "" "La mínima rotación en dirección positiva para soltarse y girar alrededor del " "eje Y." -msgid "" -"The amount of rotational damping across the Z axis. The lower, the more " -"dampening occurs." -msgstr "" -"La cantidad de amortiguación rotacional a través del eje Z. Cuanto más bajo, " -"más amortiguación se produce." - msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "Si [code]true[/code], la rotación a través del eje Z está limitada." @@ -9149,13 +9134,6 @@ msgid "The speed of all rotations across the axes." msgstr "La velocidad de todas las rotaciones a través de los ejes." msgid "" -"The amount of rotational damping across the axes. The lower, the more " -"dampening occurs." -msgstr "" -"La cantidad de amortiguación rotacional a través de los ejes. Cuanto más " -"bajo, más amortiguación se produce." - -msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "" @@ -10130,7 +10108,7 @@ msgstr "" "parciales a un recurso." msgid "Represents the size of the [enum Method] enum." -msgstr "Representa el tamaño del enum [enum Method]." +msgstr "Representa el tamaño del enumerado [enum Method]." msgid "Status: Disconnected from the server." msgstr "Estado: Desconectado del servidor." @@ -11897,8 +11875,8 @@ msgstr "" msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." msgstr "" -"Constante de identificación inválida. Devuelta si se supera la constant " -"[constant RESOLVER_MAX_QUERIES]." +"Identificador de constante inválida. Devuelta si se supera el valor de la " +"constante RESOLVER_MAX_QUERIES" msgid "Address type: None." msgstr "Tipo de dirección: Ninguna." @@ -13826,32 +13804,19 @@ msgid "" "will not be visible in the scene tree, though it will be visible in the " "2D/3D view." msgstr "" -"Añade un nodo infantil. Los nodos pueden tener cualquier número de niños, " -"pero cada niño debe tener un nombre único. Los nodos hijos se eliminan " -"automáticamente cuando se elimina el nodo padre, por lo que una escena " -"entera puede ser eliminada eliminando su nodo superior.\n" -"Si [code]legible_unique_name[/code] es [code]true[/code], el nodo hijo " -"tendrá un nombre legible para los humanos basado en el nombre del nodo que " -"se instale en lugar de su tipo.\n" -"[b]Nota:[/b] Si el nodo hijo ya tiene un padre, la función fallará. Use " -"[method remove_child] primero para eliminar el nodo de su padre actual. Por " -"ejemplo:\n" -"[codeblock]\n" -"if child_node.get_parent():\n" -" child_node.get_parent().remove_child(child_node)\n" -"add_child(child_node)\n" -"[/codeblock]\n" -"Si necesita que el nodo hijo se añada debajo de un nodo específico en la " -"lista de hijos, use [method add_sibling] en lugar de este método.\n" -"[b]Nota:[/b] Si quieres que un hijo sea perseguido en un [PackedScene], " -"debes establecer [member owner] además de llamar a [method add_child]. Esto " -"es típicamente relevante para los scripts de la herramienta [url=https://" -"godot.readthedocs.io/es/latest/tutorials/misc/running_code_in_the_editor." -"html]tool[/url] y para los plugins de edición [/url] de [url=https://godot." -"readthedocs.io/es/latest/tutorials/plugins/editor/index.html]. Si se llama a " -"[method add_child] sin establecer [member owner], el [Node] recién agregado " -"no será visible en el árbol de la escena, aunque sí lo será en la vista " -"2D/3D." +"El nodo propietario. Un nodo puede tener cualquier otro nodo como " +"propietario (tanto como es un padre válido, abuelo, etc. ascendiendo en el " +"árbol). Cuando se guarda un nodo utilizando PackedScene, todos los nodos que " +"posee se guardarán con él. Esto permite la creación de complejos árboles de " +"Escena, con instanciación y subinstanciación.\n" +"[b]Nota:[/b] Si quieres que un hijo sea persistido a una PackedScene, debes " +"establecer [member_owner] además de llamar al método add_child. Esto es " +"típicamente relevante para [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]tool scripts[/url] y [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]\n" +"Si el método add_child es llamado sin configuración de miembro propietario, " +"el nodo nuevo añadido no será visible en el árbol de escena, aunque será " +"visible en la vista 2D/3D" msgid "" "The node's priority in the execution order of the enabled processing " @@ -14410,24 +14375,6 @@ msgstr "" "la depuración)." msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " -"[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " -"[i]release[/i] export template.\n" -"To check whether the Godot binary used to run the project is an export " -"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] " -"instead." -msgstr "" -"Devuelve [code]true[/code] si el binario Godot utilizado para ejecutar el " -"proyecto es una plantilla de exportación [i]debug[/i], o cuando se ejecuta " -"en el editor.\n" -"Devuelve [code]false[/code] si el binario de Godot utilizado para ejecutar " -"el proyecto es una plantilla de exportación [i]release[/i].\n" -"Para comprobar si el binario Godot utilizado para ejecutar el proyecto es " -"una plantilla de exportación (depuración o liberación), utiliza en su lugar " -"[code]OS.has_feature(\"standalone\")[/code]." - -msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" @@ -15638,23 +15585,6 @@ msgstr "" "Constante para establecer/obtener si el vector de gravedad de un área es una " "dirección, o un punto central." -msgid "" -"Constant to set/get the falloff factor for point gravity of an area. The " -"greater this value is, the faster the strength of gravity decreases with the " -"square of distance." -msgstr "" -"Constante para fijar/obtener el factor de caída para el punto de gravedad de " -"un área. Cuanto mayor es este valor, más rápido disminuye la fuerza de " -"gravedad con el cuadrado de la distancia." - -msgid "" -"This constant was used to set/get the falloff factor for point gravity. It " -"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]." -msgstr "" -"Esta constante se usó para fijar/obtener el factor de caída para la gravedad " -"puntual. Ha sido reemplazada por [constant " -"AREA_PARAM_GRAVITY_DISTANCE_SCALE]." - msgid "Constant to set/get the priority (order of processing) of an area." msgstr "" "Constante para establecer/obtener la prioridad (orden de procesamiento) de " @@ -15715,14 +15645,6 @@ msgid "Constant to set/get a body's gravity multiplier." msgstr "" "Constante para fijar/obtener el multiplicador de gravedad de un cuerpo." -msgid "Constant to set/get a body's linear dampening factor." -msgstr "" -"Constante para fijar/obtener el factor de amortiguación lineal de un cuerpo." - -msgid "Constant to set/get a body's angular dampening factor." -msgstr "" -"Constante para fijar/obtener el factor de amortiguación angular de un cuerpo." - msgid "Represents the size of the [enum BodyParameter] enum." msgstr "Representa el tamaño del enum [enum BodyParameter]." @@ -17995,13 +17917,6 @@ msgstr "" "ReflectionProbe.enable_shadows]." msgid "" -"Sets the size of the area that the reflection probe will capture. Equivalent " -"to [member ReflectionProbe.extents]." -msgstr "" -"Establece el tamaño del área que la sonda de reflexión capturará. " -"Equivalente a [member ReflectionProbe.extents]." - -msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" @@ -18108,12 +18023,6 @@ msgstr "" msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "Si [code]true[/code], el canvas del viewport no se renderiza." -msgid "" -"If [code]true[/code], rendering of a viewport's environment is disabled." -msgstr "" -"Si [code]true[/code], se desactiva la renderización del entorno de un " -"viewport." - msgid "Sets the viewport's global transformation matrix." msgstr "Establece la matriz de transformación global del Viewport." @@ -18795,19 +18704,6 @@ msgstr "" "install_effect]." msgid "" -"If [code]true[/code], the label's height will be automatically updated to " -"fit its content.\n" -"[b]Note:[/b] This property is used as a workaround to fix issues with " -"[RichTextLabel] in [Container]s, but it's unreliable in some cases and will " -"be removed in future versions." -msgstr "" -"Si [code]true[/code], la altura de la etiqueta se actualizará " -"automáticamente para que se ajuste a su contenido.\n" -"[b]Nota:[/b] Esta propiedad se utiliza como solución provisional para " -"solucionar los problemas con [RichTextLabel] en los [Container]s, pero no es " -"fiable en algunos casos y se eliminará en futuras versiones." - -msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" @@ -20187,15 +20083,6 @@ msgstr "" msgid "Modulates the color of the texture when this style box is drawn." msgstr "Modula el color de la textura cuando se dibuja este cuadro de estilo." -msgid "" -"Species a sub-region of the texture to use.\n" -"This is equivalent to first wrapping the texture in an [AtlasTexture] with " -"the same region." -msgstr "" -"Especifica una sub-región de la textura a utilizar.\n" -"Esto equivale a envolver primero la textura en un [AtlasTexture] con la " -"misma región." - msgid "The texture to use when drawing this style box." msgstr "La textura a usar al dibujar este cuadro de estilo." @@ -20361,15 +20248,6 @@ msgid "Sets [Material] to be used by the [Mesh] you are constructing." msgstr "" "Establece [Material] para ser usado por la [Mesh] que estás construyendo." -msgid "" -"Specifies whether the current vertex (if using only vertex arrays) or " -"current index (if also using index arrays) should use smooth normals for " -"normal calculation." -msgstr "" -"Especifica si el vértice actual (si se utilizan sólo arrays de vértices) o " -"el índice actual (si también se utilizan arrays de índices) debe utilizar " -"normales suaves para el cálculo normal." - msgid "Adds a new tab." msgstr "Añade una nueva pestaña." @@ -20605,14 +20483,6 @@ msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "" "Devuelve [code]true[/code] si se dispone de una acción de \"deshacer\"." -msgid "" -"Triggers a right-click menu action by the specified index. See [enum " -"MenuItems] for a list of available indexes." -msgstr "" -"Desencadena una acción de menú con el botón derecho del ratón por el índice " -"especificado. Véase [enum MenuItems] para una lista de los índices " -"disponibles." - msgid "Perform redo operation." msgstr "Realiza la operación de rehacer." @@ -20718,11 +20588,6 @@ msgstr "" msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "Establece el [StyleBox] de este [TextEdit]." -msgid "Returns the font descent (number of pixels below the baseline)." -msgstr "" -"Devuelve el descenso de la fuente (número de píxeles por debajo de la línea " -"de base)." - msgid "Disables font hinting (smoother but less crisp)." msgstr "Desactiva la indicación de la fuente (más suave pero menos nítida)." @@ -21440,23 +21305,10 @@ msgstr "" "Se emite cuando se hace clic en una celda con la [constant TreeItem." "CELL_MODE_CUSTOM] para ser editada." -msgid "Emitted when an item's label is double-clicked." -msgstr "Se emite cuando se hace doble clic en la etiqueta de un artículo." - msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "" "Se emite cuando un objeto se colapsa por un clic en la flecha de plegado." -msgid "" -"Emitted when a custom button is pressed (i.e. in a [constant TreeItem." -"CELL_MODE_CUSTOM] mode cell)." -msgstr "" -"Se emite cuando se pulsa un botón personalizado (es decir, en una celda de " -"modo [constant TreeItem.CELL_MODE_CUSTOM])." - -msgid "Emitted when an item's icon is double-clicked." -msgstr "Se emite cuando se hace doble clic en el icono de un elemento." - msgid "Emitted when an item is edited." msgstr "Emitido cuando se edita un artículo." @@ -22606,14 +22458,6 @@ msgstr "Se emite cuando termina la reproducción." msgid "[VideoStream] resource for Ogg Theora videos." msgstr "[VideoStream] recurso para los videos de Ogg Theora." -msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." -msgstr "" -"Devuelve el archivo de vídeo de Ogg Theora manejado por este " -"[VideoStreamTheora]." - -msgid "Returns the total transform of the viewport." -msgstr "Devuelve la transformada total de la vista." - msgid "Returns the visible rectangle in global screen coordinates." msgstr "Devuelve el RID del viewport del [VisualServer]." @@ -22852,7 +22696,7 @@ msgid "A shader for light calculations." msgstr "Un shader para cálculos de luz." msgid "Represents the size of the [enum Type] enum." -msgstr "Representa el tamaño del enum [enum Type]." +msgstr "Representa el tamaño del enumerado [enum Type]." msgid "Base class for nodes in a visual shader graph." msgstr "Clase base para nodos en un gráfico de shader visual." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index a634b2005b..eef490fe13 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -184,80 +184,6 @@ msgstr "Génération de nombres aléatoires" msgid "Converts from decibels to linear energy (audio)." msgstr "Convertit les décibels en énergie linéaire (audio)." -msgid "" -"Prints one or more arguments to strings in the best way possible to standard " -"error line.\n" -"[codeblock]\n" -"printerr(\"prints to stderr\")\n" -"[/codeblock]" -msgstr "" -"Affiche un ou plusieurs arguments pour les chaînes de caractères de la " -"meilleure façon possible sur la ligne d'erreur.\n" -"[codeblock]\n" -"printerr(\"prints to stderr\")\n" -"[/codeblock]" - -msgid "" -"Prints one or more arguments to the console with a space between each " -"argument.\n" -"[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # Prints A B C\n" -"[/codeblock]" -msgstr "" -"Affiche un ou plusieurs argument dans la console intercalé d'un espace.\n" -"[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # Prints A B C\n" -"[/codeblock]" - -msgid "" -"Prints one or more arguments to the console with a tab between each " -"argument.\n" -"[codeblock]\n" -"printt(\"A\", \"B\", \"C\") # Prints A B C\n" -"[/codeblock]" -msgstr "" -"Affiche un ou plusieurs arguments dans la console intercalé de tabulations " -"entre chaque.\n" -"[codeblock]\n" -"printt(\"A\", \"B\", \"C\") # Prints A B C\n" -"[/codeblock]" - -msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " -"terminal.\n" -"[codeblock]\n" -"push_warning(\"test warning\") # Prints \"test warning\" to debugger and " -"terminal as warning call\n" -"[/codeblock]" -msgstr "" -"Renvoie un message d'alerte dans le déboguer de Godot et dans le terminal de " -"l'OS.\n" -"[codeblock]\n" -"push_warning(\"test warning\") # Prints \"test warning\" to debugger and " -"terminal as warning call\n" -"[/codeblock]" - -msgid "" -"Returns a random unsigned 32-bit integer. Use remainder to obtain a random " -"value in the interval [code][0, N - 1][/code] (where N is smaller than " -"2^32).\n" -"[codeblock]\n" -"randi() # Returns random integer between 0 and 2^32 - 1\n" -"randi() % 20 # Returns random integer between 0 and 19\n" -"randi() % 100 # Returns random integer between 0 and 99\n" -"randi() % 100 + 1 # Returns random integer between 1 and 100\n" -"[/codeblock]" -msgstr "" -"Retourne un nombre entier positive aléatoire de 32 bits. Utilisez " -"l'opérateur modulo pour obtenir une valeur aléatoire dans l'intervalle [code]" -"[0, N - 1][/code] (où N est plus petit que 2^32).\n" -"[codeblock]\n" -"randi() # Retourne un nombre entier aléatoire entre 0 et 2^32 - 1\n" -"randi() % 20 # Retourne un nombre entier aléatoire entre 0 et 19\n" -"randi() % 100 # Retourne un nombre entier aléatoire entre 0 et 99\n" -"randi() % 100 + 1 # Retourne un nombre entier aléatoire entre 1 et 100\n" -"[/codeblock]" - msgid "The [AudioServer] singleton." msgstr "Le singleton [AudioServer]." @@ -1532,13 +1458,6 @@ msgstr "Animation Sprite 2D" msgid "2D Dodge The Creeps Demo" msgstr "Démo 2D « Dodge The Creeps »" -msgid "" -"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 [member frames]. Si cette valeur " -"change, le compteur [code]frame[/code] est remis à zéro." - msgid "If [code]true[/code], texture will be centered." msgstr "Si [code]true[/code], la texture sera centrée." @@ -1548,8 +1467,8 @@ msgstr "Si [code]true[/code], la texture est inversée horizontalement." msgid "If [code]true[/code], texture is flipped vertically." 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." +msgid "The texture's drawing offset." +msgstr "Le décalage du dessin de la texture." msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " @@ -1560,12 +1479,6 @@ msgstr "" "charger, modifier, effacer, rendre unique et sauvegarder les états de la " "ressource [SpriteFrames]." -msgid "The texture's drawing offset." -msgstr "Le décalage du dessin de la texture." - -msgid "Emitted when [member frame] changed." -msgstr "Émis lorsque [member frame] modifié." - msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" @@ -1575,16 +1488,6 @@ msgstr "" msgid "2D Sprite animation (also applies to 3D)" msgstr "L'animation des sprites 2D (et aussi 3D)" -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." - -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "La ressource [SpriteFrames] qui contient l'animation." - msgid "Proxy texture for simple frame-based animations." msgstr "Texture procuration pour des animations simples basés sur les trames." @@ -1819,13 +1722,6 @@ msgstr "" "[code]nom : nœud[/code]." msgid "" -"Adds an input to the node. This is only useful for nodes created for use in " -"an [AnimationNodeBlendTree]." -msgstr "" -"Ajoute une entrée pour le nœud. Ceci est utile uniquement pour des nœuds " -"crées pour l'usage dans un [AnimationNodeBlendTree]." - -msgid "" "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." @@ -1872,17 +1768,6 @@ msgstr "" msgid "If [code]true[/code], filtering is enabled." msgstr "Si [code]true[/code], le filtrage est activé." -msgid "" -"Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their nodes changes. The nodes that emit this signal are " -"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " -"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." -msgstr "" -"Émis par les nœuds qui héritent de cette classe ayant un arbre interne quand " -"un de leurs nœuds change. Les nœuds émettant ce signal sont des " -"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " -"[AnimationNodeStateMachine], et [AnimationNodeBlendTree]." - msgid "Do not use filtering." msgstr "Ne pas utiliser de filtrage." @@ -2028,6 +1913,13 @@ msgid "Returns the number of points on the blend axis." msgstr "Renvoie le nombre de points sur l'axe de mélange." msgid "" +"Controls the interpolation between animations. See [enum BlendMode] " +"constants." +msgstr "" +"Contrôle l'interpolation entre animations. Voir les constantes [enum " +"BlendMode]." + +msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" @@ -2047,6 +1939,23 @@ msgstr "Incrément de position (snap) quand un point est déplacé sur l'axe." msgid "Label of the virtual axis of the blend space." msgstr "Étiquette de l'axe virtuel de l'espace blend." +msgid "The interpolation between animations is linear." +msgstr "L'interpolation entre les animations est linéaire." + +msgid "" +"The blend space plays the animation of the node the blending position is " +"closest to. Useful for frame-by-frame 2D animations." +msgstr "" +"L'espace de mélange joue l'animation du nœud la position de mélange le plus " +"proche. Utilisable pour les animations 2D trame par trame." + +msgid "" +"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " +"the last animation's playback position." +msgstr "" +"Semblable à [constant BLEND_MODE_DISCRETE], mais commence la nouvelle " +"animation à la dernière position de lecture de l'animation suivante." + msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." @@ -2088,13 +1997,6 @@ msgstr "" "add_blend_point] et [method remove_blend_point]." msgid "" -"Controls the interpolation between animations. See [enum BlendMode] " -"constants." -msgstr "" -"Contrôle l'interpolation entre animations. Voir les constantes [enum " -"BlendMode]." - -msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" @@ -2125,23 +2027,6 @@ msgstr "" "Émis à chaque création, suppression de triangles ou changement de position " "de l'un de leurs sommets dans le blend space." -msgid "The interpolation between animations is linear." -msgstr "L'interpolation entre les animations est linéaire." - -msgid "" -"The blend space plays the animation of the node the blending position is " -"closest to. Useful for frame-by-frame 2D animations." -msgstr "" -"L'espace de mélange joue l'animation du nœud la position de mélange le plus " -"proche. Utilisable pour les animations 2D trame par trame." - -msgid "" -"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " -"the last animation's playback position." -msgstr "" -"Semblable à [constant BLEND_MODE_DISCRETE], mais commence la nouvelle " -"animation à la dernière position de lecture de l'animation suivante." - msgid "" "This node may contain a sub-tree of any other blend type nodes, such as " "[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], " @@ -2376,20 +2261,6 @@ msgid "Clears all queued, unplayed animations." msgstr "Efface toutes les animations en file d’attente et non joués." msgid "" -"Gets the actual playing speed of current animation or 0 if not playing. This " -"speed is the [member playback_speed] property multiplied by " -"[code]custom_speed[/code] argument specified when calling the [method play] " -"method." -msgstr "" -"Retourne la vitesse réelle de lecture de l'animation actuelle ou 0 si n'est " -"pas jouée. Cette vitesse est la propriété [member playback_speed] multipliée " -"par l'argument [code]custom_speed[/code] spécifié lors de l'appel de la " -"méthode [method play]." - -msgid "Returns [code]true[/code] if playing an animation." -msgstr "Retourne [code]true[/code] lors de la lecture d'une animation." - -msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." @@ -3552,9 +3423,6 @@ msgstr "" "Retourne le [AudioEffectInstance] assigné au bus et aux indices de l'effet " "donnés (et le canal en option)." -msgid "Returns the names of all audio devices detected on the system." -msgstr "Retourne les noms de tous les appareils audio détectés sur le système." - msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Retourne le débit de sortie du [AudioServer]." @@ -3590,22 +3458,6 @@ msgstr "" msgid "Number of available audio buses." msgstr "Nombre de bus audio disponibles." -msgid "" -"Name of the current device for audio output (see [method get_device_list]). " -"On systems with multiple audio outputs (such as analog, USB and HDMI audio), " -"this can be used to select the audio output device. The value " -"[code]\"Default\"[/code] will play audio on the system-wide default audio " -"output. If an invalid device name is set, the value will be reverted back to " -"[code]\"Default\"[/code]." -msgstr "" -"Le nom du périphérique actuel pour la sortie audio (voir [method " -"get_device_list)]. Sur les systèmes avec plusieurs sorties audio (tels que " -"l'analogique, l'USB et l'audio par HDMI), cela peut être utilisé pour " -"sélectionner le périphérique de sortie de l'audio. La valeur " -"[code]\"Default\"[/code] jouera l'audio sur la sortie audio par défaut au " -"niveau du système. Si un nom de périphérique invalide est défini, la valeur " -"[code]\"Default\"[/code] sera retournée." - msgid "Emitted when the [AudioBusLayout] changes." msgstr "Émis lorsque le [AudioBusLayout] change." @@ -3790,15 +3642,9 @@ msgstr "" "une zone \"eau\" de sorte que les sons joués dans l'eau sont redirigés par " "un bus audio pour les faire sonner comme ils étaient joués sous l'eau." -msgid "Dampens audio over distance with this as an exponent." -msgstr "Atténue l'audio avec la distance avec cette valeur comme exposant." - msgid "Maximum distance from which audio is still hearable." msgstr "Distance maximale à laquelle cette piste audio peut être entendue." -msgid "Base volume without dampening." -msgstr "Volume de base sans amortissement." - msgid "Plays positional sound in 3D space." msgstr "Joue un son localisé dans un espace 3D." @@ -3809,16 +3655,6 @@ msgstr "" "Retourne l'objet [AudioStreamPlayback] associé avec ce [AudioStreamPlayer3D]." msgid "" -"Dampens audio using a low-pass filter above this frequency, in Hz. To " -"disable the dampening effect entirely, set this to [code]20500[/code] as " -"this frequency is above the human hearing limit." -msgstr "" -"Amortit l'audio en utilisant un filtre passe-bas au-dessus de la fréquence " -"spécifiée, en Hz. Pour désactiver entièrement l'effet d'amortissement, " -"définissez la fréquence à [code]20500[/code] car cette fréquence est " -"supérieure à la limite de l'audition humaine." - -msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." @@ -3834,16 +3670,6 @@ msgstr "" "Si [code]true[/code], la lecture commence dès que le AudioStreamPlayer3D est " "ajouté à la scène." -msgid "The angle in which the audio reaches cameras undampened." -msgstr "L'angle auquel la piste audio atteint les caméras sans atténuation." - -msgid "" -"If [code]true[/code], the audio should be dampened according to the " -"direction of the sound." -msgstr "" -"Si [code]true[/code], le piste audia devrait être atténuée par rapport à la " -"direction du son." - msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "Définit le maximum absolu du niveau sonore, en décibels." @@ -3864,20 +3690,6 @@ msgstr "" "Le facteur pour l'effet d'atténuation. Des valeurs plus élevées rendent le " "son audible sur une distance plus grande." -msgid "The base sound level unaffected by dampening, in decibels." -msgstr "Le niveau sonore de base non affecté par l'amortissement, en décibels." - -msgid "Linear dampening of loudness according to distance." -msgstr "Atténuation linéaire de l'intensité sonore en fonction de la distance." - -msgid "Squared dampening of loudness according to distance." -msgstr "" -"Atténuation quadratique de l'intensité sonore en fonction de la distance." - -msgid "Logarithmic dampening of loudness according to distance." -msgstr "" -"Atténuation logarithmique de l'intensité sonore en fonction de la distance." - msgid "Disables doppler tracking." msgstr "Désactive le suivi doppler." @@ -6759,13 +6571,6 @@ msgstr "" "le rôle de chacun." msgid "" -"The size of the node's bounding rectangle, in pixels. [Container] nodes " -"update this property automatically." -msgstr "" -"La taille du rectangle englobant du nœud, en pixels. Les nœuds [Container] " -"mettent à jour cette propriété automatiquement." - -msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." @@ -13252,17 +13057,6 @@ msgstr "" "déjà le propriétaire du mutex." msgid "" -"Tries locking this [Mutex], but does not block. Returns [constant OK] on " -"success, [constant ERR_BUSY] otherwise.\n" -"[b]Note:[/b] This function returns [constant OK] if the thread already has " -"ownership of the mutex." -msgstr "" -"Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant " -"OK] en cas de succès, [constant ERR_BUSY] sinon.\n" -"[b]Note :[/b] Cette fonction retourne [constant OK] si le fil d'exécution " -"est déjà associé à ce mutex." - -msgid "" "Unlocks this [Mutex], leaving it to other threads.\n" "[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple " "times while already having ownership of the mutex, it must also call [method " @@ -13275,35 +13069,6 @@ msgstr "" "déverrouiller correctement." msgid "" -"Returns this agent's current path from start to finish in global " -"coordinates. The path only updates when the target location is changed or " -"the agent requires a repath. The path array is not intended to be used in " -"direct path movement as the agent has its own internal path logic that would " -"get corrupted by changing the path array manually. Use the intended [method " -"get_next_location] once every physics frame to receive the next path point " -"for the agents movement as this function also updates the internal path " -"logic." -msgstr "" -"Retourne le chemin actuel de l'agent du début jusqu'à la fin, dans les " -"coordonnées globales. Le chemin ne met à jour que lorsque l'emplacement de " -"la cible est modifié ou que l'agent demande un re-calcul du chemin. Le " -"réseau de chemin n'est pas destiné à être utilisé dans le mouvement de " -"chemin direct car l'agent a sa propre logique de chemin interne qui serait " -"corrompu en changeant le réseau de chemin manuellement. Utilisez la [method " -"get_next_location] voulue une fois chaque trame de physique pour recevoir le " -"point de chemin suivant pour le mouvement des agents car cette fonction met " -"également à jour la logique du chemin interne." - -msgid "" -"Returns the reachable final location in global coordinates. This can change " -"if the navigation path is altered in any way. Because of this, it would be " -"best to check this each frame." -msgstr "" -"Retourne l'emplacement final accessible dans les coordonnées globales. Cela " -"peut changer si le chemin de navigation est modifié de quelque manière que " -"ce soit. Pour cette raison, il serait préférable de vérifier chaque trame." - -msgid "" "Returns the [RID] of the navigation map for this NavigationAgent node. This " "function returns always the map set on the NavigationAgent node and not the " "map of the abstract agent on the NavigationServer. If the agent map is " @@ -13322,20 +13087,6 @@ msgstr "" "NavigationServer." msgid "" -"Returns the next location in global coordinates that can be moved to, making " -"sure that there are no static objects in the way. If the agent does not have " -"a navigation path, it will return the position of the agent's parent. The " -"use of this function once every physics frame is required to update the " -"internal path logic of the NavigationAgent." -msgstr "" -"Retourne l'emplacement suivant dans les coordonnées globales qui peuvent " -"être déplacées, en s'assurant qu'il n'y a pas d'objets statiques dans le " -"chemin. Si l'agent n'a pas de chemin de navigation, il retourne la position " -"du parent de l'agent. L'utilisation de cette fonction une fois chaque trame " -"physique est nécessaire pour mettre à jour la logique de chemin interne de " -"la NavigationAgent." - -msgid "" "Sets the [RID] of the navigation map this NavigationAgent node should use " "and also updates the [code]agent[/code] on the NavigationServer." msgstr "" @@ -13380,15 +13131,6 @@ msgstr "" "à jour de la trame physique." msgid "" -"The maximum distance the agent is allowed away from the ideal path to the " -"final location. This can happen due to trying to avoid collisions. When the " -"maximum distance is exceeded, it recalculates the ideal path." -msgstr "" -"La distance maximale de l'agent est permise loin du chemin idéal jusqu'à " -"l'emplacement final. Cela peut arriver en essayant d'éviter les collisions. " -"Lorsque la distance maximale est dépassée, cela recalcule le chemin idéal." - -msgid "" "The distance threshold before the final target point is considered to be " "reached. This will allow an agent to not have to hit the point of the final " "target exactly, but only the area. If this value is set to low the " @@ -13403,9 +13145,6 @@ msgstr "" "chemin parce qu'il va constamment mal estimer la distance jusqu'au point " "suivant à chaque mise à jour de la trame physique." -msgid "Notifies when the final location is reached." -msgstr "Notifie quand l'emplacement final est atteint." - msgid "" "The NavigationAgent height offset is subtracted from the y-axis value of any " "vector path position for this NavigationAgent. The NavigationAgent height " @@ -15558,16 +15297,6 @@ msgstr "" "La constante pour définir/obtenir le facteur de multiplication de la gravité " "du corps." -msgid "Constant to set/get a body's linear dampening factor." -msgstr "" -"La constante pour définir/obtenir la facteur d'amortissement linéaire du " -"corps." - -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." - msgid "Represents the size of the [enum BodyParameter] enum." msgstr "Représente la taille de l'énumération [enum BodyParameter]." @@ -17464,12 +17193,6 @@ 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." -msgid "" -"If [code]true[/code], rendering of a viewport's environment is disabled." -msgstr "" -"Si [code]true[/code], le rendu de l'environnement de cette fenêtre " -"d'affichage est désactivé." - msgid "Sets the viewport's global transformation matrix." msgstr "" "Définit la matrice de transformation globale de la fenêtre d'affichage." @@ -18179,15 +17902,6 @@ msgstr "Position du deuxième point du segment." msgid "A synchronization semaphore." msgstr "Un sémaphore de synchronisation." -msgid "" -"Like [method wait], but won't block, so if the value is zero, fails " -"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " -"[constant OK] to report success." -msgstr "" -"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." - msgid "The ray's length." msgstr "La longueur du rayon." @@ -19047,15 +18761,6 @@ msgid "Modulates the color of the texture when this style box is drawn." msgstr "" "Module la couleur de la texture lorsque cette boîte de style est dessinée." -msgid "" -"Species a sub-region of the texture to use.\n" -"This is equivalent to first wrapping the texture in an [AtlasTexture] with " -"the same region." -msgstr "" -"Spécifié la sous-région de la texture à utiliser.\n" -"C'est l'équivalent à d'abord mettre la texture dans un [AtlasTexture] avec " -"la même région." - msgid "The texture to use when drawing this style box." msgstr "La texture à utiliser pour l'affichage de cette boite de style." @@ -19202,16 +18907,6 @@ msgstr "" "utilisée." msgid "" -"Specifies whether the current vertex (if using only vertex arrays) or " -"current index (if also using index arrays) should use smooth normals for " -"normal calculation." -msgstr "" -"Spécifie si les sommets actuels (uniquement si seulement des tableaux de " -"sommets sont utilisés) ou l'index courant (si des tableaux d'index sont " -"également utilisés) devraient utiliser des normales lisses dans le calcul " -"des normales." - -msgid "" "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." @@ -19503,13 +19198,6 @@ msgstr "Retourne [code]true[/code] si une action « refaire » est disponible." msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "Retourne [code]true[/code] si une action « annuler » est disponible." -msgid "" -"Triggers a right-click menu action by the specified index. See [enum " -"MenuItems] for a list of available indexes." -msgstr "" -"Déclenche une action de menu de clic droit par l’index spécifié. Voir [enum " -"MenuItems] pour une liste d’index disponibles." - msgid "Perform redo operation." msgstr "Effectue une opération refaire." @@ -20182,16 +19870,10 @@ msgstr "" "Émis quand une cellule en mode [constant TreeItem.CELL_MODE_CUSTOM] a été " "cliquée pour modifiée." -msgid "Emitted when an item's label is double-clicked." -msgstr "Émis quand la label d'un élément est double-cliqué." - 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." -msgid "Emitted when an item's icon is double-clicked." -msgstr "Émis quand l'icône d'un élément est double-cliqué." - msgid "Emitted when an item is edited." msgstr "Émis lors de la modification d’un élément." @@ -21152,18 +20834,6 @@ msgstr "Émis lorsque la lecture est terminée." msgid "[VideoStream] resource for Ogg Theora videos." msgstr "Ressource [VideoStream] pour les vidéos Ogg Theora." -msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." -msgstr "Retourne le fichier vidéo Ogg Theora géré par ce [VideoStreamTheora]." - -msgid "" -"Sets the Ogg Theora video file that this [VideoStreamTheora] resource " -"handles. The [code]file[/code] name should have the [code].ogv[/code] " -"extension." -msgstr "" -"Définit le fichier vidéo Ogg Theora que cette ressource [VideoStreamTheora] " -"supporte. Le nom de fichier [code]file[/code] doit avoir l'extension [code]." -"ogv[/code]." - msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." @@ -21171,9 +20841,6 @@ msgstr "" "Retourne le premier [World2D] valide de cette fenêtre d'affichage, en " "cherchant dans sa propriété [member world] ainsi que celle de ses parents." -msgid "Returns the total transform of the viewport." -msgstr "Retourne la transformation totale de la fenêtre d'affichage." - msgid "" "Returns the mouse's position in this [Viewport] using the coordinate system " "of this [Viewport]." @@ -21204,13 +20871,6 @@ msgid "Stops the input from propagating further down the [SceneTree]." msgstr "" "Arrête la propagation de l'entrée plus profondément dans le [SceneTree]." -msgid "" -"Moves the mouse pointer to the specified position in this [Viewport] using " -"the coordinate system of this [Viewport]." -msgstr "" -"Déplace le pointeur de la souris à la position spécifiée dans ce [Viewport] " -"en utilisant le système de coordonnées de ce [Viewport]." - msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "Si [code]true[/code], la fenêtre d'affichage gèrera les flux audio 2D." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index a93fabf919..d2d3354d48 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -60,11 +60,14 @@ # 烧风 <hk-shao@foxmail.com>, 2022. # Yan Chen <cyan97087@gmail.com>, 2022. # Caten <catenhu@gmail.com>, 2022. +# 风青山 <idleman@yeah.net>, 2023. +# zehuai wu <wuzehuai@gmail.com>, 2023. +# matrixant <yuan545@hotmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-01-09 20:42+0000\n" +"PO-Revision-Date: 2023-02-10 06:54+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" @@ -73,7 +76,7 @@ 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 4.15.1-dev\n" +"X-Generator: Weblate 4.16-dev\n" msgid "Description" msgstr "描述" @@ -84,9 +87,15 @@ msgstr "教程" msgid "Properties" msgstr "属性" +msgid "Constructors" +msgstr "构造函数" + msgid "Methods" msgstr "方法" +msgid "Operators" +msgstr "操作符" + msgid "Theme Properties" msgstr "主题属性" @@ -102,9 +111,15 @@ msgstr "常量" msgid "Property Descriptions" msgstr "属性说明" +msgid "Constructor Descriptions" +msgstr "构造函数说明" + msgid "Method Descriptions" msgstr "方法说明" +msgid "Operator Descriptions" +msgstr "操作符说明" + msgid "Theme Property Descriptions" msgstr "主题属性说明" @@ -159,88 +174,1059 @@ msgid "Built-in GDScript functions." msgstr "内置 GDScript 函数。" msgid "" +"A list of GDScript-specific utility functions accessed in any script.\n" +"For the list of the global functions and constants see [@GlobalScope]." +msgstr "" +"可在任何脚本中访问的,GDScript专用的实用函数的列表。\n" +"有关全局函数和常量的列表,请参阅 [@GlobalScope]。" + +msgid "GDScript exports" +msgstr "GDScript的导出" + +msgid "" +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), " +"blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " +"divided by [code]255.0[/code] for their final value.\n" +"[codeblock]\n" +"var red = Color8(255, 0, 0) # Same as Color(1, 0, 0)\n" +"var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" +"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" +"[/codeblock]" +msgstr "" +"返回一个由红([param r8])、绿([param g8])、蓝([param b8])和可选的阿尔法" +"([param a8])整数通道构造的 [Color],每个通道除以 [code]255.0[/code],作为其" +"最终值。\n" +"[codeblock]\n" +"var red = Color8(255, 0, 0) # 与 Color(1, 0, 0) 相同\n" +"var dark_blue = Color8(0, 0, 51) # 与 Color(0, 0, 0.2) 相同。\n" +"var my_color = Color8(306, 255, 0, 102) # 与 Color(1.2, 1, 0, 0.4) 相同。\n" +"[/codeblock]" + +msgid "" +"Asserts that the [param condition] is [code]true[/code]. If the [param " +"condition] is [code]false[/code], an error is generated. When running from " +"the editor, the running project will also be paused until you resume it. " +"This can be used as a stronger form of [method @GlobalScope.push_error] for " +"reporting errors to project developers or add-on users.\n" +"An optional [param message] can be shown in addition to the generic " +"\"Assertion failed\" message. You can use this to provide additional details " +"about why the assertion failed.\n" +"[b]Warning:[/b] For performance reasons, the code inside [method assert] is " +"only executed in debug builds or when running the project from the editor. " +"Don't include code that has side effects in an [method assert] call. " +"Otherwise, the project will behave differently when exported in release " +"mode.\n" +"[codeblock]\n" +"# Imagine we always want speed to be between 0 and 20.\n" +"var speed = -10\n" +"assert(speed < 20) # True, the program will continue\n" +"assert(speed >= 0) # False, the program will stop\n" +"assert(speed >= 0 and speed < 20) # You can also combine the two conditional " +"statements in one check\n" +"assert(speed < 20, \"the speed limit is 20\") # Show a message\n" +"[/codeblock]" +msgstr "" +"断言条件 [param condition] 为 [code]true[/code]。如果条件 [param condition] " +"为 [code]false[/code] ,则会生成一个错误。如果是从编辑器运行的,正在运行的项" +"目还会被暂停,直到手动恢复。该函数可以作为 [method @GlobalScope.push_error] " +"的加强版,用于向项目开发者或插件用户报错。\n" +"如果给出了可选的 [param message] 参数,在通用的“Assertion failed”消息之外,还" +"会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n" +"[b]注意:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编" +"辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。否" +"则,项目在以发行模式导出后将有不一致的行为。\n" +"[codeblock]\n" +"# 比如说我们希望 speed 始终在 0 和 20 之间。\n" +"speed = -10\n" +"assert(speed < 20) # True,程序会继续执行\n" +"assert(speed >= 0) # False,程序会停止\n" +"assert(speed >= 0 && speed < 20) # 你还可以在单次断言中合并两个条件语句\n" +"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # 在消" +"息中显示详情\n" +"[/codeblock]" + +msgid "" +"Returns a single character (as a [String]) of the given Unicode code point " +"(which is compatible with ASCII code).\n" +"[codeblock]\n" +"a = char(65) # a is \"A\"\n" +"a = char(65 + 32) # a is \"a\"\n" +"a = char(8364) # a is \"€\"\n" +"[/codeblock]" +msgstr "" +"返回给定的 Unicode 码位(与ASCII码兼容)的单字符字符串(作为一个" +"[String])。\n" +"[codeblock]\n" +"a = char(65) # a 是“A”\n" +"a = char(65 + 32) # a 是“a”\n" +"a = char(8364) # a 是“€”\n" +"[/codeblock]" + +msgid "" +"Converts [param what] to [param type] in the best way possible. The [param " +"type] uses the [enum Variant.Type] values.\n" +"[codeblock]\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Prints true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # Prints [4, 2, 1]\n" +"print(b is Array) # Prints false\n" +"[/codeblock]" +msgstr "" +"尽可能以最佳方式将 [param what] 转换为 [param type]。[param type] 使用 [enum " +"Variant.Type] 值。\n" +"[codeblock]\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # 输出 true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # 输出 [4, 2, 1]\n" +"print(b is Array) # 输出 false\n" +"[/codeblock]" + +msgid "" +"Converts a [param dictionary] (created with [method inst_to_dict]) back to " +"an Object instance. Can be useful for deserializing." +msgstr "" +"将一个 [param dictionary] (用 [method inst_to_dict] 创建的)转换回为一个 " +"Object 实例。在反序列化时可能很有用。" + +msgid "" +"Returns an array of dictionaries representing the current call stack. See " +"also [method print_stack].\n" +"[codeblock]\n" +"func _ready():\n" +" foo()\n" +"\n" +"func foo():\n" +" bar()\n" +"\n" +"func bar():\n" +" print(get_stack())\n" +"[/codeblock]\n" +"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" +"[codeblock]\n" +"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " +"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" +"[/codeblock]\n" +"[b]Note:[/b] This function only works if the running instance is connected " +"to a debugging server (i.e. an editor instance). [method get_stack] will not " +"work in projects exported in release mode, or in projects exported in debug " +"mode if not connected to a debugging server.\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will return an empty array." +msgstr "" +"返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n" +"[codeblock]\n" +"func _ready():\n" +" foo()\n" +"\n" +"func foo():\n" +" bar()\n" +"\n" +"func bar():\n" +" print(get_stack())\n" +"[/codeblock]\n" +"从 [code]_ready()[/code] 开始,[code]bar()[/code] 将打印:\n" +"[codeblock]\n" +"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " +"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" +"[/codeblock]\n" +"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" +"效。[method get_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务器" +"的情况下,以调试模式导出的项目。\n" +"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将返回一个空数组。" + +msgid "" +"Returns the passed [param instance] converted to a Dictionary. Can be useful " +"for serializing.\n" +"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " +"attached or objects allocated within built-in scripts.\n" +"[codeblock]\n" +"var foo = \"bar\"\n" +"func _ready():\n" +" var d = inst_to_dict(self)\n" +" print(d.keys())\n" +" print(d.values())\n" +"[/codeblock]\n" +"Prints out:\n" +"[codeblock]\n" +"[@subpath, @path, foo]\n" +"[, res://test.gd, bar]\n" +"[/codeblock]" +msgstr "" +"返回传入的 [param instance] 转换为的字典。可用于序列化。\n" +"[b]注意:[/b]不能用于序列化附加了内置脚本的对象,或在内置脚本中分配的对象。\n" +"[codeblock]\n" +"var foo = \"bar\"\n" +"func _ready():\n" +" var d = inst_to_dict(self)\n" +" print(d.keys())\n" +" print(d.values())\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"[@subpath, @path, foo]\n" +"[, res://test.gd, bar]\n" +"[/codeblock]" + +msgid "" +"Returns the length of the given Variant [param var]. The length can be the " +"character count of a [String], the element count of any array type or the " +"size of a [Dictionary]. For every other Variant type, a run-time error is " +"generated and execution is stopped.\n" +"[codeblock]\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Returns 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # Returns 6\n" +"[/codeblock]" +msgstr "" +"返回给定 Variant [param var] 的长度。长度可以是 [String] 的字符数、任意数组类" +"型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类型,都会生成运行" +"时错误并停止执行。\n" +"[codeblock]\n" +"a = [1, 2, 3, 4]\n" +"len(a) # 返回 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # 返回 6\n" +"[/codeblock]" + +msgid "" +"Returns a [Resource] from the filesystem located at the absolute [param " +"path]. Unless it's already referenced elsewhere (such as in another script " +"or in the scene), the resource is loaded from disk on function call, which " +"might cause a slight delay, especially when loading large scenes. To avoid " +"unnecessary delays when loading something multiple times, either store the " +"resource in a variable or use [method preload].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the FileSystem dock and choosing \"Copy Path\" or by dragging the file " +"from the FileSystem dock into the script.\n" +"[codeblock]\n" +"# Load a scene called \"main\" located in the root of the project directory " +"and cache it in a variable.\n" +"var main = load(\"res://main.tscn\") # main will contain a PackedScene " +"resource.\n" +"[/codeblock]\n" +"[b]Important:[/b] The path must be absolute. A relative path will always " +"return [code]null[/code].\n" +"This function is a simplified version of [method ResourceLoader.load], which " +"can be used for more advanced scenarios.\n" +"[b]Note:[/b] Files have to be imported into the engine first to load them " +"using this function. If you want to load [Image]s at run-time, you may use " +"[method Image.load]. If you want to import audio files, you can use the " +"snippet described in [member AudioStreamMP3.data]." +msgstr "" +"从位于绝对 [param path] 的文件系统中返回一个 [Resource]。除非该资源已在其他地" +"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的,这可" +"能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不" +"必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n" +"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" +"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" +"[codeblock]\n" +"# 加载位于项目目录根部的一个名为“main”的场景,并将其缓存在一个变量中。\n" +"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" +"[/codeblock]\n" +"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" +"这个方法是 [method ResourceLoader.load] 的简化版,原版方法可以用于更高级的场" +"景。\n" +"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加" +"载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 " +"[member AudioStreamMP3.data]中描述的代码片段。" + +msgid "" +"Returns a [Resource] from the filesystem located at [param path]. During run-" +"time, the resource is loaded when the script is being parsed. This function " +"effectively acts as a reference to that resource. Note that this function " +"requires [param path] to be a constant [String]. If you want to load a " +"resource from a dynamic/variable path, use [method load].\n" +"[b]Note:[/b] Resource paths can be obtained by right clicking on a resource " +"in the Assets Panel and choosing \"Copy Path\" or by dragging the file from " +"the FileSystem dock into the script.\n" +"[codeblock]\n" +"# Create instance of a scene.\n" +"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"[/codeblock]" +msgstr "" +"从位于 [param path] 的文件系统中返回一个 [Resource]。在运行时期间,该资源将在" +"解析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 " +"[param path] 为常量 [String]。如果要从动态/可变路径加载资源,请使用 [method " +"load]。\n" +"[b]注意:[/b]资源路径可以通过右键单击资产面板中的资源并选择“复制路径”,或通过" +"将文件从文件系统停靠面板拖到脚本中来获得。\n" +"[codeblock]\n" +"# 创建场景的实例。\n" +"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"[/codeblock]" + +msgid "" +"Like [method @GlobalScope.print], but includes the current stack frame when " +"running with the debugger turned on.\n" +"The output in the console may look like the following:\n" +"[codeblock]\n" +"Test print\n" +"At: res://test.gd:15:_process()\n" +"[/codeblock]\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will instead print the thread ID." +msgstr "" +"与 [method @GlobalScope.print] 类似,但在打开调试器运行时还会包含当前栈帧。\n" +"控制台中的输出应该是类似这样的:\n" +"[codeblock]\n" +"Test print\n" +"At: res://test.gd:15:_process()\n" +"[/codeblock]\n" +"[b]注意:[/b]不支持从 [Thread] 中调用此方法。调用时会输出线程 ID。" + +msgid "" +"Prints a stack trace at the current code location. See also [method " +"get_stack].\n" +"The output in the console may look like the following:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]Note:[/b] This function only works if the running instance is connected " +"to a debugging server (i.e. an editor instance). [method print_stack] will " +"not work in projects exported in release mode, or in projects exported in " +"debug mode if not connected to a debugging server.\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will instead print the thread ID." +msgstr "" +"输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n" +"控制台中的输出是类似这样的:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" +"效。[method print_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务" +"器的情况下,以调试模式导出的项目。\n" +"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将改为打印线程 ID。" + +msgid "" +"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" +"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" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"To iterate over [float], convert them in the loop.\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" +msgstr "" +"返回给定范围的数组。[method range] 的调用方法有三种:\n" +"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之" +"前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" +"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 " +"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]" +"参数 [code]n[/code]。\n" +"[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,每次加 " +"[code]s[/code],在到达 [code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 " +"[code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/code] [b]可" +"以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 [code]0[/" +"code],会输出一条错误。\n" +"[method range] 会先将所有参数转换为 [int] 再进行处理。\n" +"[b]注意:[/b]如果不存在满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)" +"[/code] 和 [code]range(5, 5, 1)[/code])。\n" +"示例:\n" +"[codeblock]\n" +"print(range(4)) # 输出 [0, 1, 2, 3]\n" +"print(range(2, 5)) # 输出 [2, 3, 4]\n" +"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n" +"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n" +"[/codeblock]\n" +"反向遍历 [Array] 请使用:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"要遍历 [float],请在循环中转换它们。\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" + +msgid "" +"Returns [code]true[/code] if the given [Object]-derived class exists in " +"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" +"[codeblock]\n" +"type_exists(\"Sprite2D\") # Returns true\n" +"type_exists(\"NonExistentClass\") # Returns false\n" +"[/codeblock]" +msgstr "" +"如果 [ClassDB] 中存在给定的 [Object] 派生类,则返回 [code]true[/code]。请注" +"意,[Variant] 数据类型未在 [ClassDB] 中注册。\n" +"[codeblock]\n" +"type_exists(\"Sprite2D\") # 返回 true\n" +"type_exists(\"NonExistentClass\") # 返回 false\n" +"[/codeblock]" + +msgid "" +"Constant that represents how many times the diameter of a circle fits around " +"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " +"rotations." +msgstr "" +"常量,表示圆的周长是直径的多少倍。相当于 [code]TAU / 2[/code],或以弧度表示的" +"180度。" + +msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" -"圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的旋转" +"圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的弧度" "值。" +msgid "" +"Positive floating-point infinity. This is the result of floating-point " +"division when the divisor is [code]0.0[/code]. For negative infinity, use " +"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " +"infinity if the numerator is positive, so dividing by [code]0.0[/code] is " +"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" +"code] returning [code]true[/code]).\n" +"[b]Warning:[/b] Numeric infinity is only a concept with floating-point " +"numbers, and has no equivalent for integers. Dividing an integer number by " +"[code]0[/code] will not result in [constant INF] and will result in a run-" +"time error instead." +msgstr "" +"正浮点无穷大。这是除数为 [code]0.0[/code] 时浮点除法的结果。对于负无穷大,使" +"用 [code]-INF[/code]。如果分子为正,除以 [code]-0.0[/code] 将导致负无穷大,因" +"此除以 [code]0.0[/code] 与除以 [code]-0.0[/code] 不同(尽管 [code]0.0 == " +"-0.0[/code] 返回 [code]true[/code])。\n" +"[b]警告:[/b]数值无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。将整" +"数除以 [code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。" + +msgid "" +"\"Not a Number\", an invalid floating-point value. [constant NAN] has " +"special properties, including that it is not equal to itself ([code]NAN == " +"NAN[/code] returns [code]false[/code]). It is output by some invalid " +"operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/" +"code].\n" +"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " +"numbers, and has no equivalent for integers. Dividing an integer [code]0[/" +"code] by [code]0[/code] will not result in [constant NAN] and will result in " +"a run-time error instead." +msgstr "" +"“Not a Number”(不是一个数),一个无效的浮点数值。[constant NAN] 有许多特殊的" +"性质,包括它不等于自身([code]NAN == NAN[/code] 返回 [code]false[/code])。它" +"是由一些无效运算输出的,例如将浮点数 [code]0.0[/code] 除以 [code]0.0[/" +"code]。\n" +"[b]警告:[/b]“不是一个数”只是浮点数的概念,整数中没有对应的概念。将整数 " +"[code]0[/code] 除以 [code]0[/code] 不会产生 [constant NAN],而是会产生一个运" +"行时错误。" + +msgid "" +"Mark the following property as exported (editable in the Inspector dock and " +"saved to disk). To control the type of the exported property use the type " +"hint notation.\n" +"[codeblock]\n" +"@export var int_number = 5\n" +"@export var float_number: float = 5\n" +"[/codeblock]" +msgstr "" +"将以下属性标记为已导出(可在 Inspector Dock 中编辑并保存到磁盘)。要控制导出" +"属性的类型,请使用类型提示表示法。\n" +"[codeblock]\n" +"@export var int_number = 5\n" +"@export var float_number: float = 5\n" +"[/codeblock]" + +msgid "" +"Define a new category for the following exported properties. This helps to " +"organize properties in the Inspector dock.\n" +"See also [constant PROPERTY_USAGE_CATEGORY].\n" +"[codeblock]\n" +"@export_category(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"[/codeblock]\n" +"[b]Note:[/b] Categories in the property list are supposed to indicate " +"different base types, so the use of this annotation is not encouraged. See " +"[annotation @export_group] and [annotation @export_subgroup] instead." +msgstr "" +"为以下导出的属性定义一个新类别。这有助于在检查器停靠栏中组织属性。\n" +"另请参见 [constant PROPERTY_USAGE_CATEGORY]。\n" +"[codeblock]\n" +"@export_category(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"[/codeblock]\n" +"[b]注意:[/b]属性列表中的类别应该指示不同的基本类型,因此不鼓励使用此注解。请" +"参阅 [annotation @export_group] 和 [annotation @export_subgroup]。" + +msgid "" +"Export a [Color] property without transparency (its alpha fixed as " +"[code]1.0[/code]).\n" +"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" +"[codeblock]\n" +"@export_color_no_alpha var modulate_color: Color\n" +"[/codeblock]" +msgstr "" +"导出一个没有透明度的 [Color] 属性(它的 alpha 固定为 [code]1.0[/code])。\n" +"另见 [constant PROPERTY_HINT_COLOR_NO_ALPHA]。\n" +"[codeblock]\n" +"@export_color_no_alpha var modulate_color: Color\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a directory. The path will be " +"limited to the project folder and its subfolders. See [annotation " +"@export_global_dir] to allow picking from the entire filesystem.\n" +"See also [constant PROPERTY_HINT_DIR].\n" +"[codeblock]\n" +"@export_dir var sprite_folder: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性作为目录路径导出。该路径将被限制在项目文件夹及其子文件夹中。" +"请参阅 [annotation @export_global_dir],以允许从整个文件系统中进行选择。\n" +"另请参见 [constant PROPERTY_HINT_DIR]。\n" +"[codeblock]\n" +"@export_dir var sprite_folder: String\n" +"[/codeblock]" + +msgid "" +"Export a floating-point property with an easing editor widget. Additional " +"hints can be provided to adjust the behavior of the widget. " +"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " +"for editing attenuation properties. [code]\"positive_only\"[/code] limits " +"values to only be greater than or equal to zero.\n" +"See also [constant PROPERTY_HINT_EXP_EASING].\n" +"[codeblock]\n" +"@export_exp_easing var transition_speed\n" +"@export_exp_easing(\"attenuation\") var fading_attenuation\n" +"@export_exp_easing(\"positive_only\") var effect_power\n" +"[/codeblock]" +msgstr "" +"使用缓动编辑器小部件导出浮点属性。可以提供额外的提示来调整小部件的行为。" +"[code]\"attenuation\"[/code] 翻转曲线,使编辑衰减属性更加直观。" +"[code]\"positive_only\"[/code] 将值限制为仅大于或等于零。\n" +"另请参见 [constant PROPERTY_HINT_EXP_EASING]。\n" +"[codeblock]\n" +"@export_exp_easing var transition_speed\n" +"@export_exp_easing(\"attenuation\") var fading_attenuation\n" +"@export_exp_easing(\"positive_only\") var effect_power\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a file. The path will be limited to " +"the project folder and its subfolders. See [annotation @export_global_file] " +"to allow picking from the entire filesystem.\n" +"If [param filter] is provided, only matching files will be available for " +"picking.\n" +"See also [constant PROPERTY_HINT_FILE].\n" +"[codeblock]\n" +"@export_file var sound_effect_file: String\n" +"@export_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性导出为文件的路径。该路径将限于项目文件夹及其子文件夹。请参阅 " +"[annotation @export_global_file],以允许从整个文件系统中进行选择。\n" +"如果提供了 [param filter],则只有匹配的文件可供选择。\n" +"另请参见 [constant PROPERTY_HINT_FILE]。\n" +"[codeblock]\n" +"@export_file var sound_effect_file: String\n" +"@export_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 2D navigation layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_navigation/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 2D 导航层的位标志字段。检查器停靠栏中的小部件,将使用在 " +"[member ProjectSettings.layer_names/2d_navigation/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 2D physics layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_physics/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_2d_physics var physics_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 2D 物理层的位标志字段。检查器停靠栏中的小部件,将使用在 " +"[member ProjectSettings.layer_names/2d_physics/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_2D_PHYSICS]。\n" +"[codeblock]\n" +"@export_flags_2d_physics var physics_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 2D render layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_render/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" +"[codeblock]\n" +"@export_flags_2d_render var render_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 2D 渲染层的位标志字段。检查器停靠栏中的小工具将使用在 " +"[member ProjectSettings.layer_names/2d_render/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" +"[codeblock]\n" +"@export_flags_2d_render var render_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D navigation layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_navigation/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_3d_navigation var navigation_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 3D 导航层的位标志字段。检查器停靠面板中的小工具将使用在 " +"[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n" +"[codeblock]\n" +"@export_flags_3d_navigation var navigation_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D physics layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_physics/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_3d_physics var physics_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 3D 物理层的位标志字段。检查器停靠面板中的小工具将使用在 " +"[member ProjectSettings.layer_names/3d_physics/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n" +"[codeblock]\n" +"@export_flags_3d_physics var physics_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D render layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_render/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" +"[codeblock]\n" +"@export_flags_3d_render var render_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 3D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 " +"[member ProjectSettings.layer_names/3d_render/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" +"[codeblock]\n" +"@export_flags_3d_render var render_layers: int\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a directory. The path can be picked " +"from the entire filesystem. See [annotation @export_dir] to limit it to the " +"project folder and its subfolders.\n" +"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" +"[codeblock]\n" +"@export_global_dir var sprite_folder: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性导出为目录路径。可以从整个文件系统中选择路径。请参阅 " +"[annotation @export_dir] 以将其限制为项目文件夹及其子文件夹。\n" +"另请参见 [constant PROPERTY_HINT_GLOBAL_DIR]。\n" +"[codeblock]\n" +"@export_global_dir var sprite_folder: String\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a file. The path can be picked from " +"the entire filesystem. See [annotation @export_file] to limit it to the " +"project folder and its subfolders.\n" +"If [param filter] is provided, only matching files will be available for " +"picking.\n" +"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" +"[codeblock]\n" +"@export_global_file var sound_effect_file: String\n" +"@export_global_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性作为文件路径导出。可以从整个文件系统中选择路径。请参阅 " +"[annotation @export_file],以将其限制为项目文件夹及其子文件夹。\n" +"如果提供了 [param filter],则只有匹配的文件可供选择。\n" +"另请参见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" +"[codeblock]\n" +"@export_global_file var sound_effect_file: String\n" +"@export_global_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" + +msgid "" +"Define a new group for the following exported properties. This helps to " +"organize properties in the Inspector dock. Groups can be added with an " +"optional [param prefix], which would make group to only consider properties " +"that have this prefix. The grouping will break on the first property that " +"doesn't have a prefix. The prefix is also removed from the property's name " +"in the Inspector dock.\n" +"If no [param prefix] is provided, the every following property is added to " +"the group. The group ends when then next group or category is defined. You " +"can also force end a group by using this annotation with empty strings for " +"parameters, [code]@export_group(\"\", \"\")[/code].\n" +"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " +"within groups.\n" +"See also [constant PROPERTY_USAGE_GROUP].\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_group(\"Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" +"[/codeblock]" +msgstr "" +"为以下导出的属性定义一个新组。这有助于在检查器停靠面板中组织属性。可以使用可" +"选的 [param prefix] 添加组,这将使组仅考虑具有此前缀的属性。分组将在第一个没" +"有前缀的属性上中断。前缀也将从检查器停靠面板中的属性名称中移除。\n" +"如果未提供 [param prefix],则将以下每个属性添加到组中。当定义下一个组或类别" +"时,该组结束。您还可以通过将此注解与空字符串的参数一起使用来强制结束组," +"[code]@export_group(\"\", \"\")[/code]。\n" +"组不能被嵌套,使用 [annotation @export_subgroup] 在组内添加子组。\n" +"另见 [constant PROPERTY_USAGE_GROUP]。\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_group(\"Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" +"[/codeblock]" + +msgid "" +"Export a [String] property with a large [TextEdit] widget instead of a " +"[LineEdit]. This adds support for multiline content and makes it easier to " +"edit large amount of text stored in the property.\n" +"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"[/codeblock]" +msgstr "" +"用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了" +"对多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n" +"参见 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"[/codeblock]" + +msgid "" +"Export a [String] property with a placeholder text displayed in the editor " +"widget when no value is present.\n" +"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" +"[codeblock]\n" +"@export_placeholder(\"Name in lowercase\") var character_id: String\n" +"[/codeblock]" +msgstr "" +"导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示" +"该占位符文本。\n" +"另请参见 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n" +"[codeblock]\n" +"@export_placeholder(\"Name in lowercase\") var character_id: String\n" +"[/codeblock]" + +msgid "" +"Define a new subgroup for the following exported properties. This helps to " +"organize properties in the Inspector dock. Subgroups work exactly like " +"groups, except they need a parent group to exist. See [annotation " +"@export_group].\n" +"See also [constant PROPERTY_USAGE_SUBGROUP].\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_subgroup(\"My Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"[/codeblock]\n" +"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level " +"of depth. Just like the next group ends the previous group, so do the " +"subsequent subgroups." +msgstr "" +"为接下来的导出属性定义一个新的子组。这有助于组织检查器停靠面板中的属性。子组" +"的工作方式与组完全一样,只是它们需要一个父组才能存在。请参阅 [annotation " +"@export_group]。\n" +"另请参见 [constant PROPERTY_USAGE_SUBGROUP]。\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_subgroup(\"My Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"[/codeblock]\n" +"[b]注意:[/b]子组不能嵌套,它们只提供一层额外的深度。就像新组使前一个组结束一" +"样,后续的子组也会打断之前的子组。" + msgid "Random number generation" msgstr "随机数生成" -msgid "Converts from decibels to linear energy (audio)." -msgstr "从分贝转换为线性能量(音频)。" +msgid "" +"Returns the absolute value of a [Variant] parameter [param x] (i.e. non-" +"negative value). Supported types: [int], [float], [Vector2], [Vector2i], " +"[Vector3], [Vector3i], [Vector4], [Vector4i].\n" +"[codeblock]\n" +"var a = abs(-1)\n" +"# a is 1\n" +"\n" +"var b = abs(-1.2)\n" +"# b is 1.2\n" +"\n" +"var c = abs(Vector2(-3.5, -4))\n" +"# c is (3.5, 4)\n" +"\n" +"var d = abs(Vector2i(-5, -6))\n" +"# d is (5, 6)\n" +"\n" +"var e = abs(Vector3(-7, 8.5, -3.8))\n" +"# e is (7, 8.5, 3.8)\n" +"\n" +"var f = abs(Vector3i(-7, -8, -9))\n" +"# f is (7, 8, 9)\n" +"[/codeblock]\n" +"[b]Note:[/b] For better type safety, use [method absf], [method absi], " +"[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " +"Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." +msgstr "" +"返回一个 [Variant] 类型参数 [param x] 的绝对值(即非负值)。支持的类型:" +"[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、" +"[Vector4i] 。\n" +"[codeblock]\n" +"var a = abs(-1)\n" +"# a=1\n" +"\n" +"var b = abs(-1.2)\n" +"# b=1.2\n" +"\n" +"var c = abs(Vector2(-3.5, -4))\n" +"# c=(3.5, 4)\n" +"\n" +"var d = abs(Vector2i(-5, -6))\n" +"# d=(5, 6)\n" +"\n" +"var e = abs(Vector3(-7, 8.5, -3.8))\n" +"# e=(7, 8.5, 3.8)\n" +"\n" +"var f = abs(Vector3i(-7, -8, -9))\n" +"# f=(7, 8, 9)\n" +"[/codeblock]\n" +"[b]注意:[/b] 为了更好的类型安全,请使用 [method absf]、[method absi]、" +"[method Vector2.abs]、[method Vector2i.abs]、[method Vector3.abs]、[method " +"Vector3i.abs]、[method Vector4.abs] 或 [method Vector4i.abs]。" msgid "" -"Prints one or more arguments to strings in the best way possible to standard " -"error line.\n" +"Returns the absolute value of float parameter [param x] (i.e. positive " +"value).\n" "[codeblock]\n" -"printerr(\"prints to stderr\")\n" +"# a is 1.2\n" +"var a = absf(-1.2)\n" "[/codeblock]" msgstr "" -"以可能的最佳方式将一个或多个参数作为字符串输出到标准错误行。\n" +"返回浮点参数 [param x] 的绝对值(即正值)。\n" "[codeblock]\n" -"printerr(\"prints to stderr\")\n" +"# a=1.2\n" +"var a = absf(-1.2)\n" "[/codeblock]" msgid "" -"Prints one or more arguments to the console with a space between each " -"argument.\n" +"Returns the absolute value of int parameter [param x] (i.e. positive " +"value).\n" "[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # Prints A B C\n" +"# a is 1\n" +"var a = absi(-1)\n" "[/codeblock]" msgstr "" -"将一个或多个参数打印到控制台,每个参数之间有一个空格。\n" +"返回整数参数 [param x] 的绝对值(即正值)。\n" "[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # 输出 A B C\n" +"# a=1\n" +"var a = absi(-1)\n" "[/codeblock]" msgid "" -"Prints one or more arguments to the console with a tab between each " -"argument.\n" +"Returns the arc cosine of [param x] in radians. Use to get the angle of " +"cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/" +"code] (inclusive), otherwise, [method acos] will return [constant @GDScript." +"NAN].\n" "[codeblock]\n" -"printt(\"A\", \"B\", \"C\") # Prints A B C\n" +"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" +"var c = acos(0.866025)\n" "[/codeblock]" msgstr "" -"将一个或多个参数打印到控制台,每个参数之间有一个制表符。\n" +"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param " +"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method " +"acos] 将返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" -"printt(\"A\", \"B\", \"C\") # 输出 A B C\n" +"# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n" +"var c = acos(0.866025)\n" "[/codeblock]" msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " -"terminal.\n" +"Returns the arc sine of [param x] in radians. Use to get the angle of sine " +"[param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] " +"(inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].\n" "[codeblock]\n" -"push_warning(\"test warning\") # Prints \"test warning\" to debugger and " -"terminal as warning call\n" +"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" +"var s = asin(0.5)\n" "[/codeblock]" msgstr "" -"将警告消息推送到 Godot 的内置调试器和 OS 终端。\n" +"返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param " +"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method " +"asin] 将返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" -"push_warning(\"test warning\") # 以警告的形式向调试器和终端输出 \"test " -"warning\"\n" +"# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n" +"var s = asin(0.5)\n" "[/codeblock]" msgid "" -"Returns a random unsigned 32-bit integer. Use remainder to obtain a random " -"value in the interval [code][0, N - 1][/code] (where N is smaller than " -"2^32).\n" +"Returns the arc tangent of [param x] in radians. Use it to get the angle " +"from an angle's tangent in trigonometry.\n" +"The method cannot know in which quadrant the angle should fall. See [method " +"atan2] if you have both [code]y[/code] and [code]x[/code].\n" +"[codeblock]\n" +"var a = atan(0.5) # a is 0.463648\n" +"[/codeblock]\n" +"If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " +"(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." +msgstr "" +"返回 [param x] 的反正切值,单位是弧度。在三角函数中用它来得到一个角上切线的角" +"度。\n" +"该方法无法确定角度应该落在哪个象限。如果你同时拥有 [code]y[/code] 和 " +"[code]x[/code],请参见 [method atan2]。\n" +"[codeblock]\n" +"var a = atan(0.5) # a=0.463648\n" +"[/codeblock]\n" +"如果 [param x] 在 [code]-PI/2[/code] 和 [code]PI/2[/code](包括)之间," +"[code]atan(tan(x))[/code] 等于 [param x]。" + +msgid "" +"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " +"of tangent [code]y/x[/code]. To compute the value, the method takes into " +"account the sign of both arguments in order to determine the quadrant.\n" +"Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" -"randi() # Returns random integer between 0 and 2^32 - 1\n" -"randi() % 20 # Returns random integer between 0 and 19\n" -"randi() % 100 # Returns random integer between 0 and 99\n" -"randi() % 100 + 1 # Returns random integer between 1 and 100\n" +"var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" -"返回一个随机的无符号 32 位整数。使用余数获得区间 [code][0, N - 1][/code] (其" -"中 N 小于 2^32)的随机值。\n" +"返回 [code]y/x[/code] 的反正切值,单位为弧度。用来获得切线的角度 [code]y/x[/" +"code] 。为了计算该值,该方法考虑了两个参数的符号,以确定象限。\n" +"重要提示:按照惯例,Y坐标在前。\n" "[codeblock]\n" -"randi() # 返回介于 0 到 2^32 - 1 之间的随机整数\n" -"randi() % 20 # 返回介于 0 到 19之间的随机整数\n" -"randi() % 100 # 返回介于 0 到 99 之间的随机整数\n" -"randi() % 100 + 1 # 返回介于 1 到 100 之间的随机整数\n" +"var a = atan2(0, -1) # a=3.141593\n" "[/codeblock]" +msgid "Converts from decibels to linear energy (audio)." +msgstr "从分贝转换为线性能量(音频)。" + +msgid "" +"Rounds [param x] downward (towards negative infinity), returning the largest " +"whole number that is not more than [param x].\n" +"A type-safe version of [method floor], returning a [float]." +msgstr "" +"将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n" +"一个类型安全的 [method floor] 版本,返回一个 [float]。" + +msgid "" +"Returns whether [param x] is a finite value, i.e. it is not [constant " +"@GDScript.NAN], positive infinity, or negative infinity." +msgstr "" +"返回 [param x] 是否为有限值,即不是 [constant @GDScript.NAN]、正无穷大或负无" +"穷大。" + +msgid "" +"Returns [code]true[/code] if [param x] is either positive infinity or " +"negative infinity." +msgstr "如果 [param x] 是正无穷大或负无穷大,则返回 [code]true[/code] 。" + +msgid "" +"Returns [code]true[/code] if the Object that corresponds to [param id] is a " +"valid object (e.g. has not been deleted from memory). All Objects have a " +"unique instance ID." +msgstr "" +"如果与 [param id] 对应的 Object 是有效的对象(例如没有从内存中删除),则返回 " +"[code]true[/code] 。所有对象都有唯一的实例 ID。" + +msgid "" +"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has " +"not been deleted from memory)." +msgstr "" +"如果 [param instance] 是有效的 Object(例如,没有从内存中删除),则返回 " +"[code]true[/code] 。" + +msgid "" +"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or " +"invalid) value." +msgstr "如果 [param x] 是 NaN(“非数字”或无效)值,则返回 [code]true[/code] 。" + msgid "The [AudioServer] singleton." msgstr "[AudioServer] 单例。" @@ -342,6 +1328,9 @@ msgstr "ESC 键。" msgid "Tab key." msgstr "Tab 键。" +msgid "Shift + Tab key." +msgstr "Shift + Tab 键。" + msgid "Backspace key." msgstr "退格键。" @@ -1079,6 +2068,98 @@ msgstr "忙碌错误。" msgid "Skip error." msgstr "跳过错误。" +msgid "" +"Hints that a vector property should allow its components to be linked. For " +"example, this allows [member Vector2.x] and [member Vector2.y] to be edited " +"together." +msgstr "" +"提示向量属性应该允许分量链接。例如,这能够让 [member Vector2.x] 和 [member " +"Vector2.y] 被一起编辑。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 2D " +"render layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 渲染层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 2D " +"physics layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 物理层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 2D " +"navigation layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 导航层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 3D " +"render layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 渲染层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 3D " +"physics layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 物理层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 3D " +"navigation layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 导航层。" + +msgid "" +"Hints that a [String] property is a path to a file. Editing it will show a " +"file dialog for picking the path. The hint string can be a set of filters " +"with wildcards like [code]\"*.png,*.jpg\"[/code]." +msgstr "" +"提示 [String] 属性为文件的路径。编辑时会弹出选取路径的文件对话框。提示字符串" +"可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*.jpg\"[/code]。" + +msgid "" +"Hints that a [String] property is a path to a directory. Editing it will " +"show a file dialog for picking the path." +msgstr "提示 [String] 属性为目录的路径。编辑时会弹出选取路径的文件对话框。" + +msgid "" +"Hints that a [String] property is an absolute path to a file outside the " +"project folder. Editing it will show a file dialog for picking the path. The " +"hint string can be a set of filters with wildcards, like [code]\"*.png,*." +"jpg\"[/code]." +msgstr "" +"提示 [String] 属性为文件的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径" +"的文件对话框。提示字符串可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*." +"jpg\"[/code]。" + +msgid "" +"Hints that a [String] property is an absolute path to a directory outside " +"the project folder. Editing it will show a file dialog for picking the path." +msgstr "" +"提示 [String] 属性为目录的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径" +"的文件对话框。" + +msgid "" +"Hints that a [String] property is text with line breaks. Editing it will " +"show a text input field where line breaks can be typed." +msgstr "" +"提示 [String] 属性为包含换行的文本。编辑是会显示文本输入字段,可以进行换行。" + +msgid "Hints that a [String] property is an [Expression]." +msgstr "提示 [String] 属性为 [Expression]。" + +msgid "" +"Hints that a [String] property should show a placeholder text on its input " +"field, if empty. The hint string is the placeholder text to use." +msgstr "" +"提示 [String] 属性在为空时应当显示占位文本。提示字符串为所使用的占位文本。" + +msgid "" +"Hints that a quaternion property should disable the temporary euler editor." +msgstr "提示四元数属性应当禁用临时欧拉值编辑器。" + +msgid "" +"Hints that a string property is a password, and every character is replaced " +"with the secret character." +msgstr "提示字符串属性为密码,每一个字符都会被替换为秘密字符。" + msgid "The property is serialized and saved in the scene file (default)." msgstr "将属性序列化并保存到场景文件中(默认)。" @@ -1257,6 +2338,9 @@ msgstr "向量数学" msgid "Advanced vector math" msgstr "高等向量数学" +msgid "Constructs an [AABB] as a copy of the given [AABB]." +msgstr "构造给定 [AABB] 的副本。" + msgid "Constructs an [AABB] from a position and size." msgstr "从一个位置和大小构造 [AABB] 。" @@ -1450,13 +2534,6 @@ msgstr "2D 精灵动画" msgid "2D Dodge The Creeps Demo" msgstr "2D Dodge The Creeps 演示" -msgid "" -"The current animation from the [member frames] resource. If this value " -"changes, the [code]frame[/code] counter is reset." -msgstr "" -"来自 [member frames] 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。" - msgid "If [code]true[/code], texture will be centered." msgstr "如果为 [code]true[/code],纹理将被居中。" @@ -1466,8 +2543,8 @@ msgstr "如果为 [code]true[/code],纹理将被水平翻转。" msgid "If [code]true[/code], texture is flipped vertically." msgstr "如果为 [code]true[/code],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。" +msgid "The texture's drawing offset." +msgstr "纹理的绘图偏移量。" msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " @@ -1477,12 +2554,6 @@ msgstr "" "包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清" "空、唯一化、保存状态等操作。" -msgid "The texture's drawing offset." -msgstr "纹理的绘图偏移量。" - -msgid "Emitted when [member frame] changed." -msgstr "当 [member frame] 更改时发出。" - msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动画处理。" @@ -1490,16 +2561,6 @@ msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动 msgid "2D Sprite animation (also applies to 3D)" msgstr "2D 精灵动画(也适用于 3D)" -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。" - -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "包含动画的 [SpriteFrames] 资源。" - msgid "Proxy texture for simple frame-based animations." msgstr "基于简单帧动画的代理纹理。" @@ -1731,12 +2792,6 @@ msgstr "" "节点上显示过滤器编辑。" msgid "" -"Adds an input to the node. This is only useful for nodes created for use in " -"an [AnimationNodeBlendTree]." -msgstr "" -"为节点添加一个输入。这只对创建用于 [AnimationNodeBlendTree] 的节点有用。" - -msgid "" "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." @@ -1778,16 +2833,6 @@ msgstr "" msgid "If [code]true[/code], filtering is enabled." msgstr "如果为 [code]true[/code],则启用筛选功能。" -msgid "" -"Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their nodes changes. The nodes that emit this signal are " -"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " -"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." -msgstr "" -"由继承自该类且内部有树的节点发出,当其一个节点发生变化时。发出此信号的节点有 " -"[AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" -"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。" - msgid "Do not use filtering." msgstr "不要使用筛选功能。" @@ -1912,6 +2957,11 @@ msgid "Returns the number of points on the blend axis." msgstr "返回混合轴上的点的数量。" msgid "" +"Controls the interpolation between animations. See [enum BlendMode] " +"constants." +msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。" + +msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "混合空间的轴的点的位置上限。见 [method add_blend_point]。" @@ -1927,6 +2977,21 @@ msgstr "当在轴上移动一个点时,要捕捉到的位置增量。" msgid "Label of the virtual axis of the blend space." msgstr "混合空间虚拟轴的标签。" +msgid "The interpolation between animations is linear." +msgstr "动画之间的插点是线性的。" + +msgid "" +"The blend space plays the animation of the node the blending position is " +"closest to. Useful for frame-by-frame 2D animations." +msgstr "混合空间播放混合位置最接近的节点的动画。对逐帧的2D动画很有用。" + +msgid "" +"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " +"the last animation's playback position." +msgstr "" +"类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" +"画。" + msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." @@ -1963,11 +3028,6 @@ msgstr "" "新。" msgid "" -"Controls the interpolation between animations. See [enum BlendMode] " -"constants." -msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。" - -msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "混合空间的 X 轴和 Y 轴的点的位置上限。见 [method add_blend_point]。" @@ -1991,21 +3051,6 @@ msgid "" "one of their vertices changes position." msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。" -msgid "The interpolation between animations is linear." -msgstr "动画之间的插点是线性的。" - -msgid "" -"The blend space plays the animation of the node the blending position is " -"closest to. Useful for frame-by-frame 2D animations." -msgstr "混合空间播放混合位置最接近的节点的动画。对逐帧的2D动画很有用。" - -msgid "" -"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " -"the last animation's playback position." -msgstr "" -"类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" -"画。" - msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "[AnimationTree] 节点资源,其中包含许多混合类型节点。" @@ -2220,18 +3265,6 @@ msgid "Clears all queued, unplayed animations." msgstr "清除所有已排队、未播放的动画。" msgid "" -"Gets the actual playing speed of current animation or 0 if not playing. This " -"speed is the [member playback_speed] property multiplied by " -"[code]custom_speed[/code] argument specified when calling the [method play] " -"method." -msgstr "" -"获取当前动画的实际播放速度,如果没有播放则为0。这个速度是调用[method play]方" -"法时指定的[member playback_speed]属性乘以[code]custom_speed[/code]参数。" - -msgid "Returns [code]true[/code] if playing an animation." -msgstr "如果正在播放动画,则返回 [code]true[/code]。" - -msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." @@ -2388,11 +3421,6 @@ msgid "" msgstr "如果为 [code]true[/code],该区域的音频总线将覆盖默认的音频总线。" msgid "" -"The falloff factor for point gravity. The greater the value, the faster " -"gravity decreases with distance." -msgstr "点重力的衰减系数。该值越大,重力值随距离下降的速度就越快。" - -msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " @@ -2489,6 +3517,9 @@ msgstr "" msgid "A generic array datatype." msgstr "通用数组数据类型。" +msgid "Constructs an empty [Array]." +msgstr "构造空的 [Array]。" + msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "向数组末尾追加一个元素([method push_back] 的别名)。" @@ -3289,6 +4320,9 @@ msgid "" "range from -30 to 0." msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从 -30 到 0。" +msgid "Adds a low-pass filter to the audio bus." +msgstr "向音频总线添加一个低通滤波器。" + msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." @@ -3560,9 +4594,6 @@ msgid "" msgstr "" "返回分配给给定总线和效果指数(以及可选的通道)的 [AudioEffectInstance]。" -msgid "Returns the names of all audio devices detected on the system." -msgstr "返回系统中检测到的所有音频设备的名称。" - msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "返回 [AudioServer] 输出的采样率。" @@ -3596,19 +4627,6 @@ msgstr "解锁音频驱动程序的主循环。(锁定后,你始终需要手 msgid "Number of available audio buses." msgstr "可用音频总线的数量。" -msgid "" -"Name of the current device for audio output (see [method get_device_list]). " -"On systems with multiple audio outputs (such as analog, USB and HDMI audio), " -"this can be used to select the audio output device. The value " -"[code]\"Default\"[/code] will play audio on the system-wide default audio " -"output. If an invalid device name is set, the value will be reverted back to " -"[code]\"Default\"[/code]." -msgstr "" -"当前音频输出设备名称(见 [method get_device_list])。在具有多个音频输出的系统" -"中(例如模拟、USB、HDMI 音频),可用于选择音频输出设备。将值设为 " -"[code]\"Default\"[/code] 则会从系统默认的音频输出播放音频。如果设置了无效的设" -"备名称,该值会被恢复为 [code]\"Default\"[/code]。" - msgid "Emitted when the [AudioBusLayout] changes." msgstr "当 [AudioBusLayout] 改变时发出。" @@ -3813,15 +4831,9 @@ msgstr "" "重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放" "的声音重定向至单独的音频总线,让声音听起来像是在水下播放。" -msgid "Dampens audio over distance with this as an exponent." -msgstr "以此为指数,将声音在距离上进行衰减。" - msgid "Maximum distance from which audio is still hearable." msgstr "音频仍可听到的最大距离。" -msgid "Base volume without dampening." -msgstr "基础音量,无衰减。" - msgid "Plays positional sound in 3D space." msgstr "在 3D 空间中播放与位置相关的声音。" @@ -3830,14 +4842,6 @@ msgid "" "[AudioStreamPlayer3D]." msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] 对象。" -msgid "" -"Dampens audio using a low-pass filter above this frequency, in Hz. To " -"disable the dampening effect entirely, set this to [code]20500[/code] as " -"this frequency is above the human hearing limit." -msgstr "" -"使用高于此频率的低通滤波器衰减音频,以 Hz 为单位。要完全禁用阻尼效果,请将其" -"设置为 [code]20500[/code],因为该频率高于人类听力极限。" - msgid "Amount how much the filter affects the loudness, in decibels." msgstr "滤波器对响度的影响程度,以分贝为单位。" @@ -3869,21 +4873,6 @@ msgstr "" "校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运" "行时无法解析,就会回退到 [code]\"Master\"[/code]。" -msgid "The angle in which the audio reaches cameras undampened." -msgstr "音频到达相机的角度,不受衰减。" - -msgid "" -"If [code]true[/code], the audio should be dampened according to the " -"direction of the sound." -msgstr "如果为 [code]true[/code],则应根据声音的方向对音频进行衰减。" - -msgid "" -"Dampens audio if camera is outside of [member emission_angle_degrees] and " -"[member emission_angle_enabled] is set by this factor, in decibels." -msgstr "" -"如果样机在 [member emission_angle_degrees] 之外,并且 [member " -"emission_angle_enabled] 被设置为这个系数,则对音频进行减弱,单位是分贝。" - msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "设置声级的绝对最大值,以分贝为单位。" @@ -3902,29 +4891,6 @@ msgid "" "over a larger distance." msgstr "衰减效果的系数。更高的值使声音在更远的距离可以听到。" -msgid "The base sound level unaffected by dampening, in decibels." -msgstr "不受阻尼影响的基本声级,单位为分贝。" - -msgid "Linear dampening of loudness according to distance." -msgstr "根据距离对响度进行线性衰减。" - -msgid "Squared dampening of loudness according to distance." -msgstr "根据距离对响度进行平方衰减。" - -msgid "Logarithmic dampening of loudness according to distance." -msgstr "根据距离对数降低响度。" - -msgid "" -"No dampening of loudness according to distance. The sound will still be " -"heard positionally, unlike an [AudioStreamPlayer]. [constant " -"ATTENUATION_DISABLED] can be combined with a [member max_distance] value " -"greater than [code]0.0[/code] to achieve linear attenuation clamped to a " -"sphere of a defined size." -msgstr "" -"不会根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。" -"[constant ATTENUATION_DISABLED] 可以与大于 [code]0.0[/code] 的 [member " -"max_distance] 值结合使用,以实现线性衰减,限制在定义的球体大小。" - msgid "Disables doppler tracking." msgstr "禁用多普勒跟踪。" @@ -4775,6 +5741,9 @@ msgstr "矩阵变换演示" msgid "2.5D Demo" msgstr "2.5D 演示" +msgid "Constructs a [Basis] as a copy of the given [Basis]." +msgstr "构造给定 [Basis] 的副本。" + msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "根据给定的四元数构造一个纯旋转基矩阵。" @@ -4957,6 +5926,9 @@ msgstr "附着骨骼的名称。" msgid "Boolean built-in type." msgstr "布尔型内置型。" +msgid "Constructs a [bool] as a copy of the given [bool]." +msgstr "构造给定 [bool] 的副本。" + msgid "" "Cast a [float] value to a boolean value, this method will return " "[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " @@ -5057,6 +6029,12 @@ msgstr "返回当前按下的按钮。" 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。" +msgid "Constructs an empty [Callable], with no object nor method bound." +msgstr "构造空的 [Callable],没有绑定对象和方法。" + +msgid "Constructs a [Callable] as a copy of the given [Callable]." +msgstr "构造给定 [Callable] 的副本。" + msgid "Calls the specified method after optional delay." msgstr "在可选的延迟之后调用指定的方法。" @@ -5846,8 +6824,11 @@ msgstr "" msgid "BBCode in RichTextLabel" msgstr "RichTextLabel 中的 BBCode" +msgid "RichTextEffect test project (third-party)" +msgstr "RichTextEffect 测试项目(第三方)" + msgid "The color the character will be drawn with." -msgstr "绘制角色所用的颜色。" +msgstr "绘制字符所用的颜色。" msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " @@ -5875,6 +6856,18 @@ msgstr "" "1)}\n" "[/codeblock]" +msgid "" +"Number of glyphs in the grapheme cluster. This value is set in the first " +"glyph of a cluster. Setting this property won't affect drawing." +msgstr "" +"字素簇中的字形数量。该值在簇的第一个字形中设置。设置此属性不会影响绘制。" + +msgid "" +"Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this " +"property won't affect drawing." +msgstr "" +"字形标志。详情见 [enum TextServer.GraphemeFlag]。设置此属性不会影响绘制。" + msgid "The position offset the character will be drawn with (in pixels)." msgstr "绘制字符的位置偏移量(以像素为单位)。" @@ -6240,6 +7233,64 @@ msgid "GUI Drag And Drop Demo" msgstr "GUI 拖放演示" msgid "" +"Constructs a default [Color] from opaque black. This is the same as " +"[constant BLACK].\n" +"[b]Note:[/b] in C#, constructs an empty color with all of its components set " +"to [code]0.0[/code] (transparent black)." +msgstr "" +"用不透明的黑色构造默认的 [Color],与 [constant BLACK] 相同。\n" +"[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明" +"黑)。" + +msgid "Constructs a [Color] as a copy of the given [Color]." +msgstr "构造给定 [Color] 的副本。" + +msgid "" +"Returns the linear interpolation between this color's components and [param " +"to]'s components. The interpolation factor [param weight] should be between " +"0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color(1.0, 0.0, 0.0)\n" +"var aqua = Color(0.0, 1.0, 0.8)\n" +"\n" +"red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n" +"red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n" +"red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n" +"[/gdscript]\n" +"[csharp]\n" +"var red = new Color(1.0f, 0.0f, 0.0f);\n" +"var aqua = new Color(0.0f, 1.0f, 0.8f);\n" +"\n" +"red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n" +"red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n" +"red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回将该颜色的分量和 [param to] 的分量进行线性插值的结果。插值系数 [param " +"weight] 应该在 0.0 和 1.0 之间(闭区间)。另请参阅 [method @GlobalScope." +"lerp]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color(1.0, 0.0, 0.0)\n" +"var aqua = Color(0.0, 1.0, 0.8)\n" +"\n" +"red.lerp(aqua, 0.2) # 返回 Color(0.8, 0.2, 0.16)\n" +"red.lerp(aqua, 0.5) # 返回 Color(0.5, 0.5, 0.4)\n" +"red.lerp(aqua, 1.0) # 返回 Color(0.0, 1.0, 0.8)\n" +"[/gdscript]\n" +"[csharp]\n" +"var red = new Color(1.0f, 0.0f, 0.0f);\n" +"var aqua = new Color(0.0f, 1.0f, 0.8f);\n" +"\n" +"red.Lerp(aqua, 0.2f); // 返回 Color(0.8f, 0.2f, 0.16f)\n" +"red.Lerp(aqua, 0.5f); // 返回 Color(0.5f, 0.5f, 0.4f)\n" +"red.Lerp(aqua, 1.0f); // 返回 Color(0.0f, 1.0f, 0.8f)\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque." @@ -7063,11 +8114,6 @@ msgstr "" "信号。参阅常量来了解每个常量的作用。" msgid "" -"The size of the node's bounding rectangle, in pixels. [Container] nodes " -"update this property automatically." -msgstr "节点边界矩形的大小,以像素为单位。[Container] 节点会自动更新此属性。" - -msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." @@ -8226,6 +9272,15 @@ msgstr "字典类型。" msgid "GDScript basics: Dictionary" msgstr "GDScript 基础:字典" +msgid "Constructs an empty [Dictionary]." +msgstr "构造空的 [Dictionary]。" + +msgid "Returns the list of keys in the dictionary." +msgstr "返回该字典中的键列表。" + +msgid "Returns the list of values in this dictionary." +msgstr "返回该字典中的值列表。" + msgid "Type used to handle the filesystem." msgstr "用于处理文件系统的类型。" @@ -9476,6 +10531,37 @@ msgid "" "project." msgstr "在文件对话框中设置本项目最近访问过的文件夹列表。" +msgid "" +"The tint intensity to use for the subresources background in the Inspector " +"dock. The tint is used to distinguish between different subresources in the " +"inspector. Higher values result in a more noticeable background color " +"difference." +msgstr "" +"检查器面板中,子资源背景的着色强度。着色用于区分检查器中不同的子资源。值越" +"高,背景色差越容易区分。" + +msgid "" +"The \"start\" stop of the color gradient to use for bones in the 2D skeleton " +"editor." +msgstr "2D 骨架编辑器中,骨骼颜色渐变的“开始”点。" + +msgid "" +"The \"end\" stop of the color gradient to use for bones in the 2D skeleton " +"editor." +msgstr "2D 骨架编辑器中,骨骼颜色渐变的“结束”点。" + +msgid "" +"The color to use for inverse kinematics-enabled bones in the 2D skeleton " +"editor." +msgstr "2D 骨架编辑器中,用于启用了反向运动学的骨骼的颜色。" + +msgid "" +"The outline color to use for non-selected bones in the 2D skeleton editor. " +"See also [member editors/2d/bone_selected_color]." +msgstr "" +"2D 骨架编辑器中,用于未选中骨骼的轮廓颜色。另见 [member editors/2d/" +"bone_selected_color]。" + msgid "Emitted after any editor setting has changed." msgstr "在编辑器设置改变后触发。" @@ -9932,6 +11018,44 @@ msgstr "要显示的最大图层 ID。只有在使用 [constant BG_CANVAS] 背 msgid "The background mode. See [enum BGMode] for possible values." msgstr "背景模式。可能的取值见 [enum BGMode]。" +msgid "" +"If set above [code]0.0[/code] (exclusive), blends between the fog's color " +"and the color of the background [Sky]. This has a small performance cost " +"when set above [code]0.0[/code]. Must have [member background_mode] set to " +"[constant BG_SKY].\n" +"This is useful to simulate [url=https://en.wikipedia.org/wiki/" +"Aerial_perspective]aerial perspective[/url] in large scenes with low density " +"fog. However, it is not very useful for high-density fog, as the sky will " +"shine through. When set to [code]1.0[/code], the fog color comes completely " +"from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled." +msgstr "" +"如果设置大于 [code]0.0[/code](不含),会在雾的颜色和背景 [Sky] 的颜色之间进" +"行混合。设置大于 [code]0.0[/code] 时有较小的性能代价。必须将 [member " +"background_mode] 设置为 [constant BG_SKY]。\n" +"对于模拟雾密度较低的大场景中的[https://zh.wikipedia.org/wiki/" +"%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86]空气透视[/url]很有用。但对于高密度的雾来" +"说不是很有用,因为天空会被照亮。设置为 [code]1.0[/code] 时,雾的颜色完全来自 " +"[Sky]。设置为 [code]0.0[/code] 时,会禁用空气透视。" + +msgid "The fog's color." +msgstr "雾的颜色。" + +msgid "The fog's brightness. Higher values result in brighter fog." +msgstr "雾的亮度。值越高,雾越亮。" + +msgid "" +"The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/" +"code] means that fog can fully obscure the sky. Lower values reduce the " +"impact of fog on sky rendering, with [code]0.0[/code] not affecting sky " +"rendering at all.\n" +"[b]Note:[/b] [member fog_sky_affect] has no visual effect if [member " +"fog_aerial_perspective] is [code]1.0[/code]." +msgstr "" +"非体积雾影响天空时使用的系数。[code]1.0[/code] 表示雾可以完全遮蔽天空。较低的" +"值会减少雾对天空渲染的影响,[code]0.0[/code] 完全不影响天空的渲染。\n" +"[b]注意:[/b]如果 [member fog_aerial_perspective] 为 [code]1.0[/code]," +"[member fog_sky_affect] 不会有视觉效果。" + msgid "The glow blending mode." msgstr "辉光混合模式。" @@ -9942,6 +11066,9 @@ msgstr "" "泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member " "glow_hdr_threshold] 成员更暗的区域中显示辉光。" +msgid "If [code]true[/code], the glow effect is enabled." +msgstr "如果为 [code]true[/code],则启用辉光效果。" + msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." @@ -9952,6 +11079,31 @@ msgid "The bleed scale of the HDR glow." msgstr "HDR 辉光的逸出缩放。" msgid "" +"The intensity of the 1st level of glow. This is the most \"local\" level " +"(least blurry)." +msgstr "第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。" + +msgid "The intensity of the 2nd level of glow." +msgstr "第 2 级辉光的强度。" + +msgid "The intensity of the 3rd level of glow." +msgstr "第 3 级辉光的强度。" + +msgid "The intensity of the 4th level of glow." +msgstr "第 4 级辉光的强度。" + +msgid "The intensity of the 5th level of glow." +msgstr "第 5 级辉光的强度。" + +msgid "The intensity of the 6th level of glow." +msgstr "第 6 级辉光的强度。" + +msgid "" +"The intensity of the 7th level of glow. This is the most \"global\" level " +"(blurriest)." +msgstr "第 7 级辉光的强度。这是最“全局”的级别(最模糊)。" + +msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." @@ -10313,12 +11465,18 @@ msgstr "应用于文件图标的颜色调制。" msgid "The color modulation applied to the folder icon." msgstr "应用于文件夹图标的颜色调制。" +msgid "Custom icon for the back arrow." +msgstr "向后箭头的自定义图标。" + msgid "Custom icon for files." msgstr "文件的自定义图标。" msgid "Custom icon for folders." msgstr "文件夹的自定义图标。" +msgid "Custom icon for the forward arrow." +msgstr "向前箭头的自定义图标。" + msgid "Custom icon for the parent folder arrow." msgstr "父文件夹箭头的自定义图标。" @@ -10331,12 +11489,55 @@ msgstr "切换隐藏按钮的自定义图标。" msgid "Float built-in type." msgstr "浮点数内置类型。" +msgid "" +"The [float] built-in type is a 64-bit double-precision floating-point " +"number, equivalent to [code]double[/code] in C++. This type has 14 reliable " +"decimal digits of precision. The [float] type can be stored in [Variant], " +"which is the generic type used by the engine. The maximum value of [float] " +"is approximately [code]1.79769e308[/code], and the minimum is approximately " +"[code]-1.79769e308[/code].\n" +"Many methods and properties in the engine use 32-bit single-precision " +"floating-point numbers instead, equivalent to [code]float[/code] in C++, " +"which have 6 reliable decimal digits of precision. For data structures such " +"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by " +"default, but it can be changed to use 64-bit doubles if Godot is compiled " +"with the [code]precision=double[/code] option.\n" +"Math done using the [float] type is not guaranteed to be exact or " +"deterministic, and will often result in small errors. You should usually use " +"the [method @GlobalScope.is_equal_approx] and [method @GlobalScope." +"is_zero_approx] methods instead of [code]==[/code] to compare [float] values " +"for equality." +msgstr "" +"[float] 内置类型是 64 位双精度浮点数,相当于 C++ 中的 [code]double[/code]。这" +"个类型有 14 个可靠的十进制小数位精度。可以在引擎所使用的通用类型 [Variant] 中" +"存储 [float] 类型。[float] 的最大值约为 [code]1.79769e308[/code],最小值约为 " +"[code]-1.79769e308[/code]。\n" +"不过引擎中的大多数方法和属性使用的都是 32 位单精度浮点数,相当于 C++ 中的 " +"[code]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 [Vector2] 和 " +"[Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Godot 编译时使用了 " +"[code]precision=double[/code] 选项,就会改为 64 位 double。\n" +"使用 [float] 类型进行的数学运算无法保证精确与稳定,经常会产生较小的误差。你通" +"常应该使用 [method @GlobalScope.is_equal_approx] 和 [method @GlobalScope." +"is_zero_approx] 方法来比较 [float] 值是否相等,不应该用 [code]==[/code]。" + msgid "Wikipedia: Double-precision floating-point format" msgstr "维基百科:双精度浮点数格式" msgid "Wikipedia: Single-precision floating-point format" msgstr "维基百科:单精度浮点数格式" +msgid "Constructs a default-initialized [float] set to [code]0.0[/code]." +msgstr "构造默认初始化的 [float],会被设为 [code]0.0[/code]。" + +msgid "Constructs a [float] as a copy of the given [float]." +msgstr "构造给定 [float] 的副本。" + +msgid "" +"Converts a [String] to a [float], following the same rules as [method String." +"to_float]." +msgstr "" +"将 [String] 转换为 [float],遵循与 [method String.to_float] 相同的规则。" + msgid "" "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will " "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0." @@ -10344,6 +11545,12 @@ msgstr "" "将 [bool] 值转换为浮点值,[code]float(true)[/code] 将等于 1.0," "[code]float(false)[/code] 将等于 0.0。" +msgid "" +"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " +"equal to [code]1.0[/code]." +msgstr "" +"将 [int] 值转换为浮点值,[code]float(1)[/code] 将等于 [code]1.0[/code]。" + msgid "Base class for flow containers." msgstr "流式容器的基类。" @@ -10369,6 +11576,9 @@ msgstr "子节点的垂直分隔量。" msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "返回字体的上升幅度(超出基线的像素数)。" +msgid "Returns the font descent (number of pixels below the baseline)." +msgstr "返回字体的减少量(低于基线的像素数)。" + msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" @@ -10443,11 +11653,6 @@ msgid "" "the X axis." msgstr "正方向的最小旋转,以挣脱并绕 X 轴旋转。" -msgid "" -"The amount of rotational damping across the Y axis. The lower, the more " -"dampening occurs." -msgstr "Y 轴上的旋转阻尼量。值越低,旋转的阻尼就越大。" - msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "如果为 [code]true[/code],则跨越 Y 轴的旋转将受到限制。" @@ -10480,11 +11685,6 @@ msgid "" "the Y axis." msgstr "正方向的最小旋转,以挣脱并绕 Y 轴旋转。" -msgid "" -"The amount of rotational damping across the Z axis. The lower, the more " -"dampening occurs." -msgstr "跨越 Z 轴的旋转阻尼量。值越低,阻尼就越多。" - msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "如果为 [code]true[/code],则跨越 Z 轴的旋转将受到限制。" @@ -10697,11 +11897,6 @@ msgid "The speed of all rotations across the axes." msgstr "所有跨轴旋转的速度。" msgid "" -"The amount of rotational damping across the axes. The lower, the more " -"dampening occurs." -msgstr "跨越 Z 轴的旋转阻尼量。值越低,发生的阻尼就越多。" - -msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "在各轴上的旋转恢复量。值越低,发生的恢复量越大。" @@ -11178,10 +12373,10 @@ msgid "" msgstr "当用户改变滚动偏移量时发出。在代码中改变滚动偏移量时,它不会被触发。" msgid "Color of major grid lines." -msgstr "主网格线条颜色。" +msgstr "主要栅格线的颜色。" msgid "Color of minor grid lines." -msgstr "次要网格线的颜色。" +msgstr "次要栅格线的颜色。" msgid "The fill color of the selection rectangle." msgstr "选定的矩形的填充颜色。" @@ -11202,7 +12397,7 @@ msgid "The icon for the snap toggle button." msgstr "吸附动按钮的图标。" msgid "The background drawn under the grid." -msgstr "绘制在网格下方的背景。" +msgstr "绘制在栅格下方的背景。" msgid "Disables all input and output slots of the GraphNode." msgstr "禁用 GraphNode 的所有输入和输出槽。" @@ -11341,7 +12536,7 @@ msgstr "[GraphNode] 被选中时使用的背景。" msgid "" "Grid container used to arrange Control-derived children in a grid like " "layout." -msgstr "网格容器,用于将派生自 Control 的子节点按照类似网格的形式排列。" +msgstr "栅格容器,用于将派生自 Control 的子节点按照类似栅格的形式排列。" msgid "" "GridContainer will arrange its Control-derived children in a grid like " @@ -11355,10 +12550,10 @@ msgid "" "[b]Note:[/b] GridContainer only works with child nodes inheriting from " "Control. It won't rearrange child nodes inheriting from Node2D." msgstr "" -"GridContainer 将把它的 Control 派生的子节点排布在一个类似网格的结构中,网格的" +"GridContainer 将把它的 Control 派生的子节点排布在一个类似栅格的结构中,栅格的" "列数由 [member columns] 属性指定,行数等于容器中子节点的数量除以列数。例如," "如果容器有 5 个子节点、2 列,那么容器中就会有 3 行。\n" -"请注意,网格布局将保留每个大小的容器的列和行,并且空列将自动扩展。\n" +"请注意,栅格布局将保留每个大小的容器的列和行,并且空列将自动扩展。\n" "[b]注意:[/b]GridContainer 只对继承自 Control 的子节点生效。它不会重新排列继" "承自 Node2D 的子节点。" @@ -12507,6 +13702,13 @@ msgstr "图像数据类型。" msgid "Importing images" msgstr "导入图像" +msgid "" +"Converts a bump map to a normal map. A bump map provides a height offset per-" +"pixel, while a normal map provides a normal direction per pixel." +msgstr "" +"将凹凸贴图转换为法线贴图。凹凸贴图提供每个像素的高度偏移,而法线贴图提供每个" +"像素的法线方向。" + msgid "Removes the image's mipmaps." msgstr "删除图像的多级渐远纹理。" @@ -13630,7 +14832,7 @@ msgid "" "code with [method add_action] and [method action_add_event]. See [method " "Node._input]." msgstr "" -"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 键位" +"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 输入" "映射[/b]或在代码中用 [method add_action] 和 [method action_add_event] 创建/修" "改。请参阅 [method Node._input]。" @@ -13704,6 +14906,9 @@ msgstr "" msgid "Integer built-in type." msgstr "整数内置类型。" +msgid "Constructs an [int] as a copy of the given [int]." +msgstr "构造给定 [int] 的副本。" + msgid "" "Cast a [bool] value to an integer value, [code]int(true)[/code] will be " "equals to 1 and [code]int(false)[/code] will be equals to 0." @@ -13741,6 +14946,13 @@ msgstr "" "}\n" "[/codeblock]" +msgid "" +"Returns resolved addresses, or an empty array if an error happened or " +"resolution didn't happen yet (see [method get_resolve_item_status])." +msgstr "" +"如果发生错误或尚未发生解析,则返回已解析的地址或空数组(请参阅 [method " +"get_resolve_item_status])。" + msgid "DNS hostname resolver status: No status." msgstr "DNS 主机名解析器状态:无状态。" @@ -15454,16 +16666,6 @@ msgstr "" "[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。" msgid "" -"Tries locking this [Mutex], but does not block. Returns [constant OK] on " -"success, [constant ERR_BUSY] otherwise.\n" -"[b]Note:[/b] This function returns [constant OK] if the thread already has " -"ownership of the mutex." -msgstr "" -"试图锁定此 [Mutex],但并不阻塞。成功时返回 [constant OK],否则返回 [constant " -"ERR_BUSY]。\n" -"[b]注意:[/b]如果线程已经拥有了该 Mutex 的所有权,该函数返回 [constant OK]。" - -msgid "" "Unlocks this [Mutex], leaving it to other threads.\n" "[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple " "times while already having ownership of the mutex, it must also call [method " @@ -15474,30 +16676,6 @@ msgstr "" "[method try_lock],它也必须调用相同次数的 [method unlock] 才能正确解锁." msgid "" -"Returns this agent's current path from start to finish in global " -"coordinates. The path only updates when the target location is changed or " -"the agent requires a repath. The path array is not intended to be used in " -"direct path movement as the agent has its own internal path logic that would " -"get corrupted by changing the path array manually. Use the intended [method " -"get_next_location] once every physics frame to receive the next path point " -"for the agents movement as this function also updates the internal path " -"logic." -msgstr "" -"返回这个代理从起点到终点的当前路径,使用全局坐标。该路径只会在目标位置发生变" -"化,或者代理要求重新计算路径时更新。路径数组不应直接用作移动路径,代理有其内" -"部的路径逻辑,手动修改路径数组可能会造成破坏。请在每一个物理帧中调用一次 " -"[method get_next_location] 获取该代理的下一个路径点,这个函数会更新其内部的路" -"径逻辑。" - -msgid "" -"Returns the reachable final location in global coordinates. This can change " -"if the navigation path is altered in any way. Because of this, it would be " -"best to check this each frame." -msgstr "" -"返回可到达的最终位置的全局坐标。如果导航路径由于任何原因发生改变,这个位置也" -"可能发生变化。因此,最好每一帧都检查一下。" - -msgid "" "Returns the [RID] of the navigation map for this NavigationAgent node. This " "function returns always the map set on the NavigationAgent node and not the " "map of the abstract agent on the NavigationServer. If the agent map is " @@ -15513,17 +16691,6 @@ msgstr "" "NavigationAgent 的导航地图,能够同时在 NavigationServer 上的代理。" msgid "" -"Returns the next location in global coordinates that can be moved to, making " -"sure that there are no static objects in the way. If the agent does not have " -"a navigation path, it will return the position of the agent's parent. The " -"use of this function once every physics frame is required to update the " -"internal path logic of the NavigationAgent." -msgstr "" -"返回可以移动至的下一个位置,使用全局坐标,确保中途没有静态物体阻挡。如果代理" -"没有导航路径,则会返回代理父节点的位置。必须在每个物理帧都调用一次这个函数," -"更新 NavigationAgent 内部的路径逻辑。" - -msgid "" "Sets the [RID] of the navigation map this NavigationAgent node should use " "and also updates the [code]agent[/code] on the NavigationServer." msgstr "" @@ -15562,14 +16729,6 @@ msgstr "" "入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。" msgid "" -"The maximum distance the agent is allowed away from the ideal path to the " -"final location. This can happen due to trying to avoid collisions. When the " -"maximum distance is exceeded, it recalculates the ideal path." -msgstr "" -"允许代理偏离理想路径的最大距离。可能为了防撞而产生偏离。超出最大距离时,会重" -"新计算理想路径。" - -msgid "" "The distance threshold before the final target point is considered to be " "reached. This will allow an agent to not have to hit the point of the final " "target exactly, but only the area. If this value is set to low the " @@ -15581,9 +16740,6 @@ msgstr "" "终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新" "寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。" -msgid "Notifies when the final location is reached." -msgstr "抵达终点位置时发出通知。" - msgid "" "The NavigationAgent height offset is subtracted from the y-axis value of any " "vector path position for this NavigationAgent. The NavigationAgent height " @@ -16834,6 +17990,17 @@ msgstr "预先解析的场景树路径。" msgid "2D Role Playing Game Demo" msgstr "2D 角色扮演游戏演示" +msgid "Constructs an empty [NodePath]." +msgstr "构造空的 [NodePath]。" + +msgid "" +"Constructs a [NodePath] as a copy of the given [NodePath]. " +"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/" +"code]." +msgstr "" +"构造给定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等价于 " +"[code]^\"example\"[/code]。" + msgid "" "Returns [code]true[/code] if the node path is absolute (as opposed to " "relative), which means that it starts with a slash character ([code]/[/" @@ -17164,22 +18331,6 @@ msgstr "" "[b]注意:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " -"[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " -"[i]release[/i] export template.\n" -"To check whether the Godot binary used to run the project is an export " -"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] " -"instead." -msgstr "" -"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行" -"时,则返回 [code]true[/code]。\n" -"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 " -"[code]false[/code]。\n" -"要检查用于运行项目的 Godot 二进制文件是否为导出模板(调试或发布),请使用 " -"[code]OS.has_feature(\"standalone\")[/code] 代替。" - -msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" @@ -17237,6 +18388,13 @@ msgstr "图片目录路径。" msgid "Ringtones directory path." msgstr "铃声目录路径。" +msgid "Constructs an empty [PackedByteArray]." +msgstr "构造空的 [PackedByteArray]。" + +msgid "" +"Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]." +msgstr "构造给定 [PackedByteArray] 的副本。" + msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " @@ -17272,15 +18430,52 @@ msgstr "改变给定索引处的字节。" msgid "Sorts the elements of the array in ascending order." msgstr "将该数组中的元素按升序排列。" +msgid "Constructs an empty [PackedColorArray]." +msgstr "构造空的 [PackedColorArray]。" + +msgid "" +"Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]." +msgstr "构造给定 [PackedColorArray] 的副本。" + msgid "Appends a value to the array." msgstr "将一个值添加到数组中。" msgid "Changes the [Color] at the given index." msgstr "更改给定索引处的 [Color]。" +msgid "Constructs an empty [PackedFloat32Array]." +msgstr "构造空的 [PackedFloat32Array]。" + +msgid "" +"Constructs a [PackedFloat32Array] as a copy of the given " +"[PackedFloat32Array]." +msgstr "构造给定 [PackedFloat32Array] 的副本。" + msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" +msgid "Constructs an empty [PackedFloat64Array]." +msgstr "构造空的 [PackedFloat64Array]。" + +msgid "" +"Constructs a [PackedFloat64Array] as a copy of the given " +"[PackedFloat64Array]." +msgstr "构造给定 [PackedFloat64Array] 的副本。" + +msgid "Constructs an empty [PackedInt32Array]." +msgstr "构造空的 [PackedInt32Array]。" + +msgid "" +"Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array]." +msgstr "构造给定 [PackedInt32Array] 的副本。" + +msgid "Constructs an empty [PackedInt64Array]." +msgstr "构造空的 [PackedInt64Array]。" + +msgid "" +"Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array]." +msgstr "构造给定 [PackedInt64Array] 的副本。" + msgid "An abstraction of a serialized scene." msgstr "对序列化场景的抽象。" @@ -17318,6 +18513,13 @@ msgstr "" "化的情况。\n" "[b]注意:[/b]仅在编辑器构建中可用。" +msgid "Constructs an empty [PackedStringArray]." +msgstr "构造空的 [PackedStringArray]。" + +msgid "" +"Constructs a [PackedStringArray] as a copy of the given [PackedStringArray]." +msgstr "构造给定 [PackedStringArray] 的副本。" + msgid "Appends a string element at end of the array." msgstr "在数组的末尾追加字符串元素。" @@ -17327,12 +18529,28 @@ msgstr "更改给定索引处的 [String]。" msgid "2D Navigation Astar Demo" msgstr "2D A 星导航演示" +msgid "Constructs an empty [PackedVector2Array]." +msgstr "构造空的 [PackedVector2Array]。" + +msgid "" +"Constructs a [PackedVector2Array] as a copy of the given " +"[PackedVector2Array]." +msgstr "构造给定 [PackedVector2Array] 的副本。" + msgid "Inserts a [Vector2] at the end." msgstr "在末尾插入一个 [Vector2]。" msgid "Changes the [Vector2] at the given index." msgstr "更改给定索引处的 [Vector2]。" +msgid "Constructs an empty [PackedVector3Array]." +msgstr "构造空的 [PackedVector3Array]。" + +msgid "" +"Constructs a [PackedVector3Array] as a copy of the given " +"[PackedVector3Array]." +msgstr "构造给定 [PackedVector3Array] 的副本。" + msgid "Inserts a [Vector3] at the end." msgstr "在末尾插入一个 [Vector3]。" @@ -17798,6 +19016,65 @@ msgstr "" msgid "The body's mass." msgstr "实体的质量。" +msgid "" +"The sky's overall brightness multiplier. Higher values result in a brighter " +"sky." +msgstr "天空整体亮度的乘数。数值越高,天空就越亮。" + +msgid "" +"Modulates the [Color] on the bottom half of the sky to represent the ground." +msgstr "调制天空下半部分的 [Color],这部分代表地面。" + +msgid "" +"Controls the strength of [url=https://en.wikipedia.org/wiki/" +"Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from " +"light colliding with larger particles (like water). On earth, Mie scattering " +"results in a whitish color around the sun and horizon." +msgstr "" +"控制天空中[url=https://zh.wikipedia.org/wiki/" +"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]的强度。米氏散射是光与较大" +"的粒子(例如水)碰撞的结果。在地球上,米氏散射的结果是太阳和地平线周围的颜色" +"发白。" + +msgid "" +"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" +"Mie_scattering]Mie scattering[/url] effect. While not physically accurate, " +"this allows for the creation of alien-looking planets." +msgstr "" +"控制天空中[url=https://zh.wikipedia.org/wiki/" +"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]效果的 [Color]。虽然在物理" +"上并不准确,但可以创造出看上去像的外星球的天空。" + +msgid "" +"Controls the direction of the [url=https://en.wikipedia.org/wiki/" +"Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that " +"when light hits a particle it's passing through straight forward. A value of " +"[code]-1[/code] means that all light is scatter backwards." +msgstr "" +"控制[url=https://zh.wikipedia.org/wiki/%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]" +"米氏散射[/url]的方向。值为 [code]1[/code] 表示当光照到粒子时会直接穿过。值为" +"[code]-1[/code] 表示所有的光都是向后散射的。" + +msgid "" +"Controls the strength of the [url=https://en.wikipedia.org/wiki/" +"Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results " +"from light colliding with small particles. It is responsible for the blue " +"color of the sky." +msgstr "" +"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞" +"利散射[/url]的强度。瑞利散射是光与较小粒子碰撞的结果,是天空呈蓝色的原因。" + +msgid "" +"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" +"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically " +"accurate, this allows for the creation of alien-looking planets. For " +"example, setting this to a red [Color] results in a Mars-looking atmosphere " +"with a corresponding blue sunset." +msgstr "" +"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞" +"利散射[/url]的 [Color]。虽然在物理上并不准确,但可以创造出看上去像的外星球的" +"天空。例如,将其设为红色 [Color],可以得到火星大气的外观,日落时为蓝色。" + msgid "Base class for all objects affected by physics in 2D space." msgstr "2D空间中所有受物理影响的对象的基类。" @@ -18351,21 +19628,6 @@ msgid "" "a center point." msgstr "常量,用于设置/获取区域中的重力向量是方向,还是中心点。" -msgid "" -"Constant to set/get the falloff factor for point gravity of an area. The " -"greater this value is, the faster the strength of gravity decreases with the " -"square of distance." -msgstr "" -"常量,用于设置/获取区域中的点重力的衰减系数。这个值越大,重力的强度随着距离的" -"平方下降得越快。" - -msgid "" -"This constant was used to set/get the falloff factor for point gravity. It " -"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]." -msgstr "" -"这个常量用于设置/获取点重力的衰减因子。它已经被 [constant " -"AREA_PARAM_GRAVITY_DISTANCE_SCALE] 所取代了。" - msgid "Constant to set/get the priority (order of processing) of an area." msgstr "常量,用于设置/获取区域的优先级(处理顺序)。" @@ -18419,12 +19681,6 @@ msgstr "常量,用于设置/获取物体的惯性。" msgid "Constant to set/get a body's gravity multiplier." msgstr "常量,用于设置/获取物体的重力倍数。" -msgid "Constant to set/get a body's linear dampening factor." -msgstr "常量,用于设置/获取物体的线性阻尼系数。" - -msgid "Constant to set/get a body's angular dampening factor." -msgstr "常量,用于设置/获取物体的角度阻尼系数。" - msgid "Represents the size of the [enum BodyParameter] enum." msgstr "表示 [enum BodyParameter] 枚举的大小。" @@ -18834,6 +20090,9 @@ msgstr "" "而“d”是原点到平面的距离(在“法线”方向)。“上方”或“上方”平面被认为是法线指向的" "平面一侧。" +msgid "Constructs a [Plane] as a copy of the given [Plane]." +msgstr "构造给定 [Plane] 的副本。" + msgid "Creates a plane from the three points, given in clockwise order." msgstr "根据顺时针顺序给出的三个点创建一个平面。" @@ -19162,6 +20421,12 @@ msgstr "背景的样式。" msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "进度的样式(即填充进度条的部分)。" +msgid "3D projection (4x4 matrix)." +msgstr "3D 投影(4×4 矩阵)。" + +msgid "Constructs a [Projection] as a copy of the given [Projection]." +msgstr "构造给定 [Projection] 的副本。" + msgid "Contains global variables accessible from everywhere." msgstr "包含全局变量,可以从任何地方访问。" @@ -20245,6 +21510,9 @@ msgstr "3D 中的 2D 演示" msgid "Quaternion." msgstr "四元数." +msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." +msgstr "构造给定 [Quaternion] 的副本。" + msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." @@ -20503,6 +21771,9 @@ msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。" +msgid "Constructs a [Rect2] as a copy of the given [Rect2]." +msgstr "构造给定 [Rect2] 的副本。" + msgid "Constructs a [Rect2] by position and size." msgstr "按位置和大小构造一个 [Rect2]。" @@ -20527,6 +21798,15 @@ msgid "" msgstr "返回该 [Rect2] 的中心,等于 [member position] + ([member size] / 2)。" msgid "" +"Returns [code]true[/code] if the [Rect2] has area, and [code]false[/code] if " +"the [Rect2] is linear, empty, or has a negative [member size]. See also " +"[method get_area]." +msgstr "" +"如果该 [Rect2] 有面积,则返回 [code]true[/code] ;如果该 [Rect2] 是线性的、空" +"的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [member " +"get_area]。" + +msgid "" "Returns [code]true[/code] if the [Rect2] contains a point. By convention, " "the right and bottom edges of the [Rect2] are considered exclusive, so " "points on these edges are [b]not[/b] included.\n" @@ -20539,6 +21819,18 @@ msgstr "" "[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method " "abs] 获取等价的正数大小矩形再检查是否包含某个点。" +msgid "Constructs a [Rect2i] as a copy of the given [Rect2i]." +msgstr "构造给定 [Rect2i] 的副本。" + +msgid "" +"Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] " +"if the [Rect2i] is linear, empty, or has a negative [member size]. See also " +"[method get_area]." +msgstr "" +"如果该 [Rect2i] 有面积,则返回 [code]true[/code] ;如果该 [Rect2i] 是线性的、" +"空的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [member " +"get_area]。" + msgid "Base class for reference-counted objects." msgstr "引用计数对象的基类。" @@ -20619,21 +21911,6 @@ msgid "" msgstr "定义反射强度。" msgid "" -"The maximum distance away from the [ReflectionProbe] an object can be before " -"it is culled. Decrease this to improve performance, especially when using " -"the [constant UPDATE_ALWAYS] [member update_mode].\n" -"[b]Note:[/b] The maximum reflection distance is always at least equal to the " -"[member extents]. This means that decreasing [member max_distance] will not " -"always cull objects from reflections, especially if the reflection probe's " -"[member extents] are already large." -msgstr "" -"设置对象在被剔除前与该 [ReflectionProbe] 的最大距离。调低可以提升性能,尤其是" -"使用 [constant UPDATE_ALWAYS] 作为 [member update_mode] 时。\n" -"[b]注意:[/b]最大反射距离总是至少等于 [member extents] 的。这意味着减小 " -"[member max_distance] 并不总能将对象剔除出反射,尤其是在反射探针的 [member " -"extents] 相当大时。" - -msgid "" "Sets how frequently the [ReflectionProbe] is updated. Can be [constant " "UPDATE_ONCE] or [constant UPDATE_ALWAYS]." msgstr "" @@ -21158,12 +22435,6 @@ msgstr "" "多。相当于 [member ReflectionProbe.enable_shadows]。" msgid "" -"Sets the size of the area that the reflection probe will capture. Equivalent " -"to [member ReflectionProbe.extents]." -msgstr "" -"设置反射探针将捕获的区域的大小。相当于 [member ReflectionProbe.extents]。" - -msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" @@ -21255,10 +22526,6 @@ msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "如果为 [code]true[/code],则不渲染视口的画布。" -msgid "" -"If [code]true[/code], rendering of a viewport's environment is disabled." -msgstr "如果为 [code]true[/code],则禁用视口环境的渲染。" - msgid "Sets the viewport's global transformation matrix." msgstr "设置视口的全局变换矩阵。" @@ -21907,17 +23174,6 @@ msgstr "" "要添加一个自定义效果,使用[method install_effect]会更方便。" msgid "" -"If [code]true[/code], the label's height will be automatically updated to " -"fit its content.\n" -"[b]Note:[/b] This property is used as a workaround to fix issues with " -"[RichTextLabel] in [Container]s, but it's unreliable in some cases and will " -"be removed in future versions." -msgstr "" -"如果为 [code]true[/code],标签的高度将自动更新以适应其内容。\n" -"[b]注意:[/b]此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法,但" -"在某些情况下不可靠,将在未来版本中删除。" - -msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" @@ -22024,6 +23280,12 @@ msgstr "[RichTextLabel] 的正常背景。" msgid "Handle for a [Resource]'s unique ID." msgstr "[Resource] 的唯一 ID 的句柄。" +msgid "Constructs an empty [RID] with the invalid ID [code]0[/code]." +msgstr "构造空的 [RID],内容为无效的 ID [code]0[/code]。" + +msgid "Constructs a [RID] as a copy of the given [RID]." +msgstr "构造给定 [RID] 的副本。" + msgid "2D Physics Platformer Demo" msgstr "2D 物理平台跳跃演示" @@ -22514,14 +23776,6 @@ msgstr "" "可用于同步多个 [Thread] 的同步信号量。创建时初始化为零。小心避免死锁。对于二" "进制版本,请参阅 [Mutex]。" -msgid "" -"Like [method wait], but won't block, so if the value is zero, fails " -"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " -"[constant OK] to report success." -msgstr "" -"与 [method wait] 类似,但不会阻塞,所以如果值为零,则会立即失败并返回 " -"[constant ERR_BUSY]。如果非零,则会返回 [constant OK],表示成功。" - msgid "The ray's length." msgstr "射线的长度。" @@ -22607,6 +23861,12 @@ msgstr "" msgid "A shortcut for binding input." msgstr "绑定输入的快捷方式。" +msgid "Constructs an empty [Signal] with no object nor signal name bound." +msgstr "构造空的 [Signal],没有绑定对象和信号名称。" + +msgid "Constructs a [Signal] as a copy of the given [Signal]." +msgstr "构造给定 [Signal] 的副本。" + msgid "Skeleton for 2D characters and animated objects." msgstr "2D 角色和动画对象的骨架。" @@ -23206,6 +24466,12 @@ msgstr "" "轮询连接以检查传入的字节。在 [method StreamPeer.get_available_bytes] 之前调用" "它以使其正常工作。" +msgid "Constructs an empty [String] ([code]\"\"[/code])." +msgstr "构造空的 [String]([code]\"\"[/code])。" + +msgid "Constructs a [String] as a copy of the given [String]." +msgstr "构造给定 [String] 的副本。" + msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." @@ -23229,6 +24495,15 @@ msgid "" "meanings according to the XML standard." msgstr "返回根据 XML 标准将转义字符替换为其含义的字符串副本。" +msgid "An optimized string type for unique names." +msgstr "针对唯一名称优化的字符串类型。" + +msgid "Constructs an empty [StringName]." +msgstr "构造空的 [StringName]。" + +msgid "Constructs a [StringName] as a copy of the given [StringName]." +msgstr "构造给定 [StringName] 的副本。" + msgid "Base class for drawing stylized boxes for the UI." msgstr "用于为 UI 绘制风格化框的基类。" @@ -23598,14 +24873,6 @@ msgstr "绘制时扩展此样式盒的上边距,使其绘制得比请求的大 msgid "Modulates the color of the texture when this style box is drawn." msgstr "绘制此样式盒时用于调制纹理的颜色。" -msgid "" -"Species a sub-region of the texture to use.\n" -"This is equivalent to first wrapping the texture in an [AtlasTexture] with " -"the same region." -msgstr "" -"指定要使用的纹理的子区域。\n" -"这相当于首先将纹理包裹在具有相同区域的 [AtlasTexture] 中。" - msgid "The texture to use when drawing this style box." msgstr "绘制此样式盒时所使用的纹理。" @@ -23695,6 +24962,11 @@ msgstr "绘制前始终清除渲染目标。" msgid "Never clear the render target." msgstr "永不清除渲染目标。" +msgid "" +"Clear the render target on the next frame, then switch to [constant " +"CLEAR_MODE_NEVER]." +msgstr "在下一帧清除渲染目标,然后切换到 [constant CLEAR_MODE_NEVER]。" + msgid "Do not update the render target." msgstr "不要更新渲染目标。" @@ -23779,14 +25051,6 @@ msgstr "" "一个顶点提交,则可能根本无法使用此信息。" msgid "" -"Specifies whether the current vertex (if using only vertex arrays) or " -"current index (if also using index arrays) should use smooth normals for " -"normal calculation." -msgstr "" -"指定当前顶点(如果仅使用顶点数组)或当前索引(如果还使用索引数组)是否应使用" -"平滑法线进行法线计算。" - -msgid "" "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." @@ -24039,6 +25303,24 @@ msgstr "返回给定行换行的次数。" msgid "Returns an array of [String]s representing each wrapped index." msgstr "返回代表各个换行索引的 [String] 数组。" +msgid "Returns the equivalent minimap line at [param position]" +msgstr "返回小地图 [param position] 处等价的行" + +msgid "" +"Returns the local position and size for the grapheme at the given [param " +"line] and [param column]. If [code]x[/code] or [code]y[/code] position of " +"the returned rect equal [code]-1[/code], the position is outside of the " +"viewable area of the control.\n" +"[b]Note:[/b] The Y position of the returned rect corresponds to the top side " +"of the line, unlike [method get_pos_at_line_column] which returns the bottom " +"side." +msgstr "" +"返回字素的本地位置和大小,该字素位于给定行 [code]line[/code] 和列 " +"[code]column[/code]。如果返回的矩形中,位置的 [code]x[/code] 或 [code]y[/" +"code] 等于 [code]-1[/code],表示位于该控件的可视范围之外。\n" +"[b]注意:[/b]位置中的 Y 对应该行的顶部,而 [method get_pos_at_line_column] 返" +"回的则是底部。" + msgid "Returns the text inside the selection." msgstr "返回选择内的文本。" @@ -24063,13 +25345,6 @@ msgstr "有“撤销”动作可用时返回 [code]true[/code]。" msgid "Returns if the given line is wrapped." msgstr "返回给定的行是否换行。" -msgid "" -"Triggers a right-click menu action by the specified index. See [enum " -"MenuItems] for a list of available indexes." -msgstr "" -"按指定的索引触发右键单击菜单操作。有关可用索引的列表,请参阅 [enum " -"MenuItems]。" - msgid "Perform redo operation." msgstr "执行重做操作。" @@ -24212,8 +25487,93 @@ msgstr "文本上一个像素宽度的大小,以 3D 缩放。" msgid "The text to generate mesh from." msgstr "用于生成网格的文本。" -msgid "Returns the font descent (number of pixels below the baseline)." -msgstr "返回字体的减少量(低于基线的像素数)。" +msgid "Returns size of the text." +msgstr "返回该文本的大小。" + +msgid "Returns extra spacing added between glyphs or lines in pixels." +msgstr "返回字形或行之间添加的额外间距,单位为像素。" + +msgid "" +"Breaks text into words and returns array of character ranges. Use [param " +"grapheme_flags] to set what characters are used for breaking (see [enum " +"GraphemeFlag])." +msgstr "" +"将文本分解成单词并返回字符范围的数组。请使用 [param grapheme_flags] 来设置哪" +"些字符会被用于分解(见 [enum GraphemeFlag])。" + +msgid "" +"Returns grapheme index at the specified pixel offset at the baseline, or " +"[code]-1[/code] if none is found." +msgstr "" +"返回字素的索引,该字素位于基线上指定像素偏移的位置,如果没有找到,则返回 " +"[code]-1[/code]。" + +msgid "Do not break the line." +msgstr "不换行。" + +msgid "" +"Break the line at the line mandatory break characters (e.g. [code]\"\\n\"[/" +"code])." +msgstr "在强制换行符处换行(例如 [code]\"\\n\"[/code])。" + +msgid "Break the line between the words." +msgstr "在单词之间换行。" + +msgid "Break the line between any unconnected graphemes." +msgstr "在任何不相连的字素之间换行。" + +msgid "" +"Should be used only in conjunction with [constant BREAK_WORD_BOUND], break " +"the line between any unconnected graphemes, if it's impossible to break it " +"between the words." +msgstr "" +"只应与 [constant BREAK_WORD_BOUND] 一起使用,如果不可能在单词之间换行,则在任" +"何不相连的字素之间换行。" + +msgid "Remove edge spaces from the broken line segments." +msgstr "移除每一行头尾的空格。" + +msgid "Trims the text per word instead of per grapheme." +msgstr "逐词修剪文本,而不是逐字素修剪文本。" + +msgid "Grapheme is supported by the font, and can be drawn." +msgstr "字素由字体支持,并且可以被绘制。" + +msgid "Grapheme is part of right-to-left or bottom-to-top run." +msgstr "字素是从右至左或从下至上书写的一部分。" + +msgid "" +"Grapheme is not part of source text, it was added by justification process." +msgstr "字素不是源文本的一部分,而是通过两端对齐过程添加的。" + +msgid "Grapheme is whitespace." +msgstr "字素是空白字符。" + +msgid "Grapheme is mandatory break point (e.g. [code]\"\\n\"[/code])." +msgstr "字素是强制换行点(例如 [code]\"\\n\"[/code])。" + +msgid "Grapheme is optional break point (e.g. space)." +msgstr "字素是可选换行点(例如空格)。" + +msgid "Grapheme is the tabulation character." +msgstr "字素是制表符。" + +msgid "Grapheme is kashida." +msgstr "字素是 Kashida。" + +msgid "Grapheme is punctuation character." +msgstr "字素是标点符号。" + +msgid "Grapheme is underscore character." +msgstr "字素是下划线字符。" + +msgid "" +"Grapheme is connected to the previous grapheme. Breaking line before this " +"grapheme is not safe." +msgstr "字素与前一个字素相连。在这个字素之前换行是不安全的。" + +msgid "It is safe to insert a U+0640 before this grapheme for elongation." +msgstr "在这个字素之前插入 U+0640 以进行伸长是安全的。" msgid "Disables font hinting (smoother but less crisp)." msgstr "禁用字体提示(更平滑但不那么清晰)。" @@ -24948,6 +26308,9 @@ msgstr "" "三个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n" "更多信息请阅读文档文章《矩阵和变换》。" +msgid "Constructs a [Transform2D] as a copy of the given [Transform2D]." +msgstr "构造给定 [Transform2D] 的副本。" + msgid "Constructs the transform from a given angle (in radians) and position." msgstr "从一个给定的角度(单位为弧度)和位置构造变换。" @@ -25044,6 +26407,9 @@ msgstr "" "列)组成。\n" "更多信息请阅读文档文章《矩阵和变换》。" +msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." +msgstr "构造给定 [Transform3D] 的副本。" + msgid "" "The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " "and Z axis. These vectors can be interpreted as the basis vectors of local " @@ -25257,22 +26623,9 @@ msgid "" msgstr "" "当具有 [constant TreeItem.CELL_MODE_CUSTOM] 的单元格被点击,进行编辑时触发。" -msgid "Emitted when an item's label is double-clicked." -msgstr "当一个项目的标签被双击时触发。" - msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "当一个项目的折叠箭头被点击折叠时触发。" -msgid "" -"Emitted when a custom button is pressed (i.e. in a [constant TreeItem." -"CELL_MODE_CUSTOM] mode cell)." -msgstr "" -"当自定义按钮被按下时触发(即在 [constant TreeItem.CELL_MODE_CUSTOM] 模式单元" -"格中)。" - -msgid "Emitted when an item's icon is double-clicked." -msgstr "当项目的图标被双击时触发。" - msgid "Emitted when an item is edited." msgstr "当项目被编辑时触发。" @@ -26089,6 +27442,9 @@ msgstr "[VBoxContainer] 的元素之间的垂直空间。" msgid "3Blue1Brown Essence of Linear Algebra" msgstr "3Blue1Brown《线性代数的本质》" +msgid "Constructs a [Vector2] as a copy of the given [Vector2]." +msgstr "构造给定 [Vector2] 的副本。" + msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "返回一个新的向量,其所有分量都是绝对值,即正值。" @@ -26179,6 +27535,12 @@ msgstr "上单位向量。在 2D 中 Y 是向下的,所以这个向量指向 - msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "下单位向量。在 2D 中 Y 是向下的,所以这个向量指向 +Y。" +msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]." +msgstr "构造给定 [Vector2i] 的副本。" + +msgid "Constructs a [Vector3] as a copy of the given [Vector3]." +msgstr "构造给定 [Vector3] 的副本。" + msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "返回与给定向量的无符号最小角度,单位为弧度。" @@ -26217,6 +27579,15 @@ msgid "" "direction of south." msgstr "后单位向量。代表局部的后方向,全局的南方向。" +msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]." +msgstr "构造给定 [Vector3i] 的副本。" + +msgid "Constructs a [Vector4] as a copy of the given [Vector4]." +msgstr "构造给定 [Vector4] 的副本。" + +msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]." +msgstr "构造给定 [Vector4i] 的副本。" + msgid "Physics body that simulates the behavior of a car." msgstr "模拟汽车行为的物理体。" @@ -26385,17 +27756,6 @@ msgstr "播放结束时触发。" msgid "[VideoStream] resource for Ogg Theora videos." msgstr "[VideoStream] Ogg Theora 视频的资源。" -msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." -msgstr "返回由这个 [VideoStreamTheora] 处理的 Ogg Theora 视频文件。" - -msgid "" -"Sets the Ogg Theora video file that this [VideoStreamTheora] resource " -"handles. The [code]file[/code] name should have the [code].ogv[/code] " -"extension." -msgstr "" -"设置该 [VideoStreamTheora] 资源处理的 Ogg Theora 视频文件。[code]file[/code] " -"的名称应该有 [code].ogv[/code] 扩展名。" - msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." @@ -26403,9 +27763,6 @@ msgstr "" "返回该视口的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member " "world_2d] 属性中查找。" -msgid "Returns the total transform of the viewport." -msgstr "返回视口的总的变换。" - msgid "" "Returns the mouse's position in this [Viewport] using the coordinate system " "of this [Viewport]." @@ -26441,12 +27798,6 @@ msgstr "" "影,但是会降低阴影的质量。一个好的做法是让象限具有不同数量的细分,并尽可能地" "减少细分。" -msgid "" -"Moves the mouse pointer to the specified position in this [Viewport] using " -"the coordinate system of this [Viewport]." -msgstr "" -"将鼠标指针移动到该 [Viewport] 中的指定位置,使用该 [Viewport] 的坐标系。" - msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "如果为 [code]true[/code],该视口将处理 2D 音频流。" @@ -28281,9 +29632,6 @@ msgid "" "(any byte combination is allowed)." msgstr "指定 WebSockets 消息应以二进制有效载荷的形式传输(允许任何字节组合)。" -msgid "How to make a VR game for WebXR with Godot" -msgstr "如何使用 Godot 制作 WebXR 的 VR 游戏" - msgid "" "Checks if the given [code]session_mode[/code] is supported by the user's " "browser.\n" @@ -28332,6 +29680,18 @@ msgstr "目标射线由手持指示器发射,很可能是 VR 触摸控制器 msgid "Target ray from touch screen, mouse or other tactile input device." msgstr "目标射线由触摸屏、鼠标等触觉输入设备发射。" +msgid "" +"The window can't be resizing by dragging its resize grip. It's still " +"possible to resize the window using [member size]. This flag is ignored for " +"full screen windows. Set with [member unresizable]." +msgstr "" +"该窗口不能通过拖动其调整大小的手柄来调整大小。仍然可以使用 [member size] 来调" +"整窗口的大小。这个标志对于全屏窗口来说是被忽略的。用 [member unresizable] 设" +"置。" + +msgid "The color of the title's text." +msgstr "标题文本的颜色。" + msgid "The font used to draw the title." msgstr "用于绘制标题的字体。" @@ -28542,11 +29902,152 @@ msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等 msgid "The origin point in AR/VR." msgstr "AR/VR 的原点。" +msgid "The angular velocity for this pose." +msgstr "该姿势的角速度。" + +msgid "" +"If [code]true[/code] our tracking data is up to date. If [code]false[/code] " +"we're no longer receiving new tracking data and our state is whatever that " +"last valid state was." +msgstr "" +"如果为 [code]true[/code],则我们的追踪数据是最新的。如果为 [code]false[/" +"code],我们将不再接收新的追踪数据,并且我们的状态是最后一个有效状态。" + +msgid "The linear velocity of this pose." +msgstr "该姿势的线速度。" + +msgid "" +"The tracking confidence for this pose, provides insight on how accurate the " +"spatial positioning of this record is." +msgstr "此姿势的追踪置信度,提供了有关此记录的空间定位准确度的洞察力。" + +msgid "" +"The transform containing the original and transform as reported by the XR " +"runtime." +msgstr "该变换包含由 XR 运行时报告的原点和变换。" + +msgid "No tracking information is available for this pose." +msgstr "此姿势没有可用的追踪信息。" + +msgid "Tracking information is deemed accurate and up to date." +msgstr "追踪信息被认为是准确且最新的。" + msgid "A tracked object." -msgstr "跟踪对象。" +msgstr "追踪对象。" + +msgid "" +"An instance of this object represents a device that is tracked, such as a " +"controller or anchor point. HMDs aren't represented here as they are handled " +"internally.\n" +"As controllers are turned on and the [XRInterface] detects them, instances " +"of this object are automatically added to this list of active tracking " +"objects accessible through the [XRServer].\n" +"The [XRController3D] and [XRAnchor3D] both consume objects of this type and " +"should be used in your project. The positional trackers are just under-the-" +"hood objects that make this all work. These are mostly exposed so that " +"GDExtension-based interfaces can interact with them." +msgstr "" +"此对象的一个实例,表示一个被追踪的设备,例如一个控制器或锚点。HMD 没有在此处" +"表示,因为它们是在内部处理的。\n" +"当控制器被打开,并且 [XRInterface] 检测到它们时,此对象的实例会自动被添加到可" +"通过 [XRServer] 访问的活动追踪对象列表中。\n" +"[XRController3D] 和 [XRAnchor3D] 都使用这种类型的对象,并且应该在您的项目中使" +"用。位置追踪器只是使这一切正常工作的底层对象。这些大部分都是公开的,以便基于 " +"GDExtension 的接口,可以与它们交互。" + +msgid "" +"Returns an input for this tracker. It can return a boolean, float or " +"[Vector2] value depending on whether the input is a button, trigger or " +"thumbstick/thumbpad." +msgstr "" +"返回此追踪器的输入。它可以返回一个布尔值、浮点数或 [Vector2] 值,具体取决于输" +"入是一个按钮、触发器还是拇指杆/拇指板。" + +msgid "" +"Returns the current [XRPose] state object for the bound [param name] pose." +msgstr "返回绑定 [param name] 姿势的当前 [XRPose] 状态对象。" + +msgid "" +"Returns [code]true[/code] if the tracker is available and is currently " +"tracking the bound [param name] pose." +msgstr "" +"如果追踪器可用,并且当前正在追踪绑定的 [param name] 姿势,则返回 [code]true[/" +"code]。" + +msgid "" +"Marks this pose as invalid, we don't clear the last reported state but it " +"allows users to decide if trackers need to be hidden if we loose tracking or " +"just remain at their last known position." +msgstr "" +"将此姿势标记为无效,我们不会清除最后报告的状态,但如果我们失去追踪,它允许用" +"户决定是否需要隐藏追踪器,或仅保留在其最后一个已知位置。" + +msgid "" +"Changes the value for the given input. This method is called by a " +"[XRInterface] implementation and should not be used directly." +msgstr "更改给定输入的值。此方法由一个 [XRInterface] 实现调用,不应直接使用。" + +msgid "" +"Sets the transform, linear velocity, angular velocity and tracking " +"confidence for the given pose. This method is called by a [XRInterface] " +"implementation and should not be used directly." +msgstr "" +"设置给定姿势的变换、线速度、角速度和追踪置信度。此方法由一个 [XRInterface] 实" +"现调用,不应直接使用。" + +msgid "The description of this tracker." +msgstr "此追踪器的描述。" + +msgid "Defines which hand this tracker relates to." +msgstr "定义此追踪器与哪只手相关。" + +msgid "" +"The unique name of this tracker. The trackers that are available differ " +"between various XR runtimes and can often be configured by the user. Godot " +"maintains a number of reserved names that it expects the [XRInterface] to " +"implement if applicable:\n" +"- [code]left_hand[/code] identifies the controller held in the players left " +"hand\n" +"- [code]right_hand[/code] identifies the controller held in the players " +"right hand" +msgstr "" +"此追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配" +"置。Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 来实现:\n" +"- [code]left_hand[/code] 标识玩家左手握持的控制器\n" +"- [code]right_hand[/code] 标识玩家右手握持的控制器" + +msgid "" +"The profile associated with this tracker, interface dependent but will " +"indicate the type of controller being tracked." +msgstr "与此追踪器关联的配置文件,取决于界面,但将指示被追踪的控制器类型。" + +msgid "The type of tracker." +msgstr "该追踪器的类型。" + +msgid "" +"Emitted when a button on this tracker is pressed. Note that many XR runtimes " +"allow other inputs to be mapped to buttons." +msgstr "" +"当该追踪器上的一个按钮被按下时发出。请注意,许多 XR 运行时允许将其他输入映射" +"到按钮。" + +msgid "Emitted when a button on this tracker is released." +msgstr "当该追踪器上的一个按钮被释放时发出。" + +msgid "Emitted when a trigger or similar input on this tracker changes value." +msgstr "当此追踪器上的一个触发器或类似输入更改值时发出。" + +msgid "Emitted when a thumbstick or thumbpad on this tracker moves." +msgstr "当该追踪器上的一个拇指杆或拇指板移动时发出。" + +msgid "Emitted when the state of a pose tracked by this tracker changes." +msgstr "当被此追踪器追踪的一个姿势状态发生变化时发出。" + +msgid "Emitted when the profile of our tracker changes." +msgstr "当我们的追踪器的配置发生变化时发出。" msgid "The hand this tracker is held in is unknown or not applicable." -msgstr "这个追踪器所持的手是未知的或不适用的。" +msgstr "手持该追踪器的手是未知的或不适用的。" msgid "This tracker is the left hand controller." msgstr "此跟踪器是左手控制器。" @@ -28555,30 +30056,63 @@ msgid "This tracker is the right hand controller." msgstr "此跟踪器是右手控制器。" msgid "Server for AR and VR features." -msgstr "AR 和 VR 功能的服务。" +msgstr "用于 AR 和 VR 功能的服务。" msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." -msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责进行所有处理。" +msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责执行所有处理。" + +msgid "Registers an [XRInterface] object." +msgstr "注册一个 [XRInterface] 对象。" + +msgid "" +"Registers a new [XRPositionalTracker] that tracks a spatial location in real " +"space." +msgstr "注册一个新的 [XRPositionalTracker],用于跟踪现实空间中的一个空间位置。" msgid "Returns the primary interface's transformation." msgstr "返回主界面的变换。" msgid "" +"Returns the interface registered at the given [param idx] index in the list " +"of interfaces." +msgstr "返回在接口列表中给定 [param idx] 索引处注册的接口。" + +msgid "" "Returns the number of interfaces currently registered with the AR/VR server. " "If your project supports multiple AR/VR platforms, you can look through the " "available interface, and either present the user with a selection or simply " "try to initialize each interface and use the first one that returns " "[code]true[/code]." msgstr "" -"返回当前在AR/VR服务器上注册的接口数量。如果你的项目支持多个AR/VR平台,你可以" -"查看可用的接口,并向用户展示一个选择,或者简单地尝试初始化每个接口,并使用第" -"一个返回 [code]true[/code]的接口。" +"返回当前在AR/VR服务上注册的界面数量。如果你的项目支持多个AR/VR平台,你可以查" +"看可用的界面,并向用户展示一个选择,或者简单地尝试初始化每个界面,并使用第一" +"个返回 [code]true[/code]的界面。" msgid "" "Returns a list of available interfaces the ID and name of each interface." -msgstr "返回可用接口的列表,每个接口的ID和名称。" +msgstr "返回可用界面的列表,每个界面的ID和名称。" + +msgid "" +"Returns the reference frame transform. Mostly used internally and exposed " +"for GDExtension build interfaces." +msgstr "返回引用帧的变换。主要在内部使用,并公开以用于 GDExtension 构建接口。" + +msgid "Returns the positional tracker with the given [param tracker_name]." +msgstr "返回具有给定 [param tracker_name] 的位置追踪器。" + +msgid "Returns a dictionary of trackers for [param tracker_types]." +msgstr "返回 [param tracker_types] 的追踪器字典。" + +msgid "Removes this [param interface]." +msgstr "移除该 [param interface]。" + +msgid "Removes this positional [param tracker]." +msgstr "移除该位置 [param tracker]。" + +msgid "The primary [XRInterface] currently bound to the [XRServer]." +msgstr "当前绑定到 [XRServer] 的主 [XRInterface]。" msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " @@ -28587,6 +30121,40 @@ msgstr "" "允许你根据你的游戏的单位来调整缩放。大多数 AR/VR 平台假定 1 个游戏世界单位 = " "1 个现实世界的米。" +msgid "" +"Emitted when a new tracker has been added. If you don't use a fixed number " +"of controllers or if you're using [XRAnchor3D]s for an AR solution, it is " +"important to react to this signal to add the appropriate [XRController3D] or " +"[XRAnchor3D] nodes related to this new tracker." +msgstr "" +"当一个新的追踪器被添加时发出。如果您不使用一个固定数量的控制器,或者如果您将 " +"[XRAnchor3D] 用于一个 AR 解决方案,请务必对此信号做出反应,以添加与该新追踪器" +"相适的 [XRController3D] 或 [XRAnchor3D] 节点 。" + +msgid "" +"Emitted when a tracker is removed. You should remove any [XRController3D] or " +"[XRAnchor3D] points if applicable. This is not mandatory, the nodes simply " +"become inactive and will be made active again when a new tracker becomes " +"available (i.e. a new controller is switched on that takes the place of the " +"previous one)." +msgstr "" +"当一个追踪器被移除时发出。如此,您应该移除任何 [XRController3D] 或 " +"[XRanchor3D] 点。这不是强制性的,这些节点只是变得不活动,并且当一个新的追踪器" +"可用时,将再次激活(即打开一个新的控制器,来代替前一个控制器)。" + +msgid "" +"Emitted when an existing tracker has been updated. This can happen if the " +"user switches controllers." +msgstr "当现有追踪器被更新时发出。如果用户切换控制器,则可能会发生这种情况。" + +msgid "" +"The tracker tracks the location of the players head. This is usually a " +"location centered between the players eyes. Note that for handheld AR " +"devices this can be the current location of the device." +msgstr "" +"追踪器追踪玩家头部的位置。这通常是玩家眼睛之间的中心位置。请注意,对于手持式 " +"AR 设备,这可能是该设备的当前位置。" + msgid "The tracker tracks the location of a controller." msgstr "追踪器追踪控制器的位置。" @@ -28624,3 +30192,15 @@ msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "不重置 HMD 的方向,只让玩家的位置居中。" + +msgid "" +"Opens the zip archive at the given [param path] and reads its file index." +msgstr "打开给定 [param path] 的压缩文件,并读取其文件索引。" + +msgid "" +"Loads the whole content of a file in the loaded zip archive into memory and " +"returns it.\n" +"Must be called after [method open]." +msgstr "" +"将加载的 zip 存档中文件的全部内容加载到内存中并返回它。\n" +"必须在 [method open] 之后调用。" |