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-rw-r--r--doc/translations/es.po10
-rw-r--r--doc/translations/fr.po24
-rw-r--r--doc/translations/zh_CN.po4467
3 files changed, 4324 insertions, 177 deletions
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 6a4217c98a..2c3c51b4a7 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -1203,16 +1203,6 @@ msgstr ""
"La propiedad es un script variable que debe ser serializado y guardado en el "
"archivo de la escena."
-msgid "Default usage (storage, editor and network)."
-msgstr "Uso por defecto (almacenamiento, editor y red)."
-
-msgid ""
-"Default usage but without showing the property in the editor (storage, "
-"network)."
-msgstr ""
-"Uso por defecto pero sin mostrar la propiedad en el editor (almacenamiento, "
-"red)."
-
msgid "Flag for a normal method."
msgstr "Flag para un método normal."
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 6386105950..bd4e2f73e4 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -1445,20 +1445,6 @@ msgid "Extra mouse button 2 mask."
msgstr "Masque du bouton de souris supplémentaire 2."
msgid ""
-"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
-"information of how to use MIDI inputs."
-msgstr ""
-"Le message OFF pour la note MIDI. Référez vous à la documentation de "
-"[InputEventMIDI] pour avoir des informations concernant les entrées MIDI."
-
-msgid ""
-"MIDI note ON message. See the documentation of [InputEventMIDI] for "
-"information of how to use MIDI inputs."
-msgstr ""
-"Le message MIDI pour la note ON. Référez vous à la documentation de "
-"[InputEventMIDI] pour avoir des informations concernant les entrées MIDI."
-
-msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr ""
@@ -1711,16 +1697,6 @@ msgstr ""
"La propriété est une variable appartenant à un script, qui devrait être "
"sérialisé et sauvegardé dans le fichier de la scène."
-msgid "Default usage (storage, editor and network)."
-msgstr "Usage défaut (stockage, éditeur et réseau)."
-
-msgid ""
-"Default usage but without showing the property in the editor (storage, "
-"network)."
-msgstr ""
-"Utilisation par défaut mais sans l'affichage de la propriété dans l'éditeur "
-"(stockage, réseau)."
-
msgid "Flag for a normal method."
msgstr "Indicateur pour une méthode normale."
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index c3caf836ad..526120ddf3 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -79,7 +79,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2023-04-20 17:02+0000\n"
+"PO-Revision-Date: 2023-05-19 06:49+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"
@@ -395,6 +395,51 @@ msgstr ""
"[/codeblock]"
msgid ""
+"Returns [code]true[/code] if [param value] is an instance of [param type]. "
+"The [param type] value must be one of the following:\n"
+"- A constant from the [enum Variant.Type] enumeration, for example [constant "
+"TYPE_INT].\n"
+"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n"
+"- A [Script] (you can use any class, including inner one).\n"
+"Unlike the right operand of the [code]is[/code] operator, [param type] can "
+"be a non-constant value. The [code]is[/code] operator supports more features "
+"(such as typed arrays) and is more performant. Use the operator instead of "
+"this method if you do not need dynamic type checking.\n"
+"Examples:\n"
+"[codeblock]\n"
+"print(is_instance_of(a, TYPE_INT))\n"
+"print(is_instance_of(a, Node))\n"
+"print(is_instance_of(a, MyClass))\n"
+"print(is_instance_of(a, MyClass.InnerClass))\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see "
+"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the "
+"above options, this method will raise a runtime error.\n"
+"See also [method @GlobalScope.typeof], [method type_exists], [method Array."
+"is_same_typed] (and other [Array] methods)."
+msgstr ""
+"如果 [param value] 为 [param type] 类型的实例,则返回 [code]true[/code]。"
+"[param type] 的值必须为下列值之一:\n"
+"- [enum Variant.Type] 枚举常量,例如 [constant TYPE_INT]。\n"
+"- [ClassDB] 中存在的派生自 [Object] 的类,例如 [Node]。\n"
+"- [Script](可以用任何类,包括内部类)。\n"
+"[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。"
+"[code]is[/code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不"
+"需要动态类型检查,请使用该运算符,不要使用此方法。\n"
+"示例:\n"
+"[codeblock]\n"
+"print(is_instance_of(a, TYPE_INT))\n"
+"print(is_instance_of(a, Node))\n"
+"print(is_instance_of(a, MyClass))\n"
+"print(is_instance_of(a, MyClass.InnerClass))\n"
+"[/codeblock]\n"
+"[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 "
+"[method @GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之"
+"一,则此方法会报运行时错误。\n"
+"另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array."
+"is_same_typed](以及其他 [Array] 方法)。"
+
+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 "
@@ -419,6 +464,59 @@ msgstr ""
"[/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 current 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].\n"
+"[b]Note:[/b] If [member ProjectSettings.editor/export/"
+"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript."
+"load] will not be able to read converted files in an exported project. If "
+"you rely on run-time loading of files present within the PCK, set [member "
+"ProjectSettings.editor/export/convert_text_resources_to_binary] to "
+"[code]false[/code]."
+msgstr ""
+"返回一个位于文件系统绝对路径 [param path] 的 [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"
+"# 加载位于项目根目录的一个名为“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。\n"
+"[b]注意:[/b]如果 [member ProjectSettings.editor/export/"
+"convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript."
+"load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK "
+"中的文件,请将 [member ProjectSettings.editor/export/"
+"convert_text_resources_to_binary] 设置为 [code]false[/code]。"
+
+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 "
@@ -1417,6 +1515,42 @@ msgstr ""
"[/codeblock]"
msgid ""
+"Returns the arc cosine of [param x] in radians. Use to get the angle of "
+"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), in order to prevent [method acos] from "
+"returning [constant @GDScript.NAN].\n"
+"[codeblock]\n"
+"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n"
+"var c = acos(0.866025)\n"
+"[/codeblock]"
+msgstr ""
+"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] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 "
+"[method acos] 不会返回 [constant @GDScript.NAN]。\n"
+"[codeblock]\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 ""
+"Returns the arc sine of [param x] in radians. Use to get the angle of sine "
+"[param x]. [param x] will be clamped between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), in order to prevent [method asin] from "
+"returning [constant @GDScript.NAN].\n"
+"[codeblock]\n"
+"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n"
+"var s = asin(0.5)\n"
+"[/codeblock]"
+msgstr ""
+"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] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 "
+"[method asin] 不会返回 [constant @GDScript.NAN]。\n"
+"[codeblock]\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 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 "
@@ -2499,6 +2633,76 @@ msgstr ""
"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。"
msgid ""
+"Converts one or more arguments of any type to string in the best way "
+"possible and prints them to the console.\n"
+"The following BBCode tags are supported: [code]b[/code], [code]i[/code], "
+"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], "
+"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/"
+"code], [code]bgcolor[/code], [code]fgcolor[/code].\n"
+"Color tags only support the following named colors: [code]black[/code], "
+"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/"
+"code], [code]magenta[/code], [code]pink[/code], [code]purple[/code], "
+"[code]cyan[/code], [code]white[/code], [code]orange[/code], [code]gray[/"
+"code]. Hexadecimal color codes are not supported.\n"
+"URL tags only support URLs wrapped by an URL tag, not URLs with a different "
+"title.\n"
+"When printing to standard output, the supported subset of BBCode is "
+"converted to ANSI escape codes for the terminal emulator to display. Support "
+"for ANSI escape codes varies across terminal emulators, especially for "
+"italic and strikethrough. In standard output, [code]code[/code] is "
+"represented with faint text but without any font change. Unsupported tags "
+"are left as-is in standard output.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out "
+"\"Hello world!\" in green with a bold font\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out "
+"\"Hello world!\" in green with a bold font\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
+"print error and warning messages instead of [method print] or [method "
+"print_rich]. This distinguishes them from print messages used for debugging "
+"purposes, while also displaying a stack trace when an error or warning is "
+"printed.\n"
+"[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI "
+"escape codes in standard output."
+msgstr ""
+"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制"
+"台。\n"
+"支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、"
+"[code]s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、"
+"[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/"
+"code]、[code]fgcolor[/code]。\n"
+"颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、"
+"[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/"
+"code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、"
+"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜"
+"色代码。\n"
+"URL 标签仅支持在 URL 标签中包含 URL,不支持使用不同标题的 URL。\n"
+"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显"
+"示。对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出"
+"中,[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输"
+"出中会原样保留。\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗"
+"体“Hello world!”\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 输出绿色的粗"
+"体“Hello world!”\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错"
+"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调"
+"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n"
+"[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显"
+"示 ANSI 转义码。"
+
+msgid ""
"If verbose mode is enabled ([method OS.is_stdout_verbose] returning "
"[code]true[/code]), converts one or more arguments of any type to string in "
"the best way possible and prints them to the console."
@@ -4580,18 +4784,6 @@ msgstr ""
"MIDIMessage] 属性。"
msgid ""
-"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
-"information of how to use MIDI inputs."
-msgstr ""
-"MIDI 音符 OFF 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。"
-
-msgid ""
-"MIDI note ON message. See the documentation of [InputEventMIDI] for "
-"information of how to use MIDI inputs."
-msgstr ""
-"MIDI 音符 ON 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。"
-
-msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr "MIDI 触后消息。这个消息经常都是在按键“结束”后继续施压时发送。"
@@ -5182,14 +5374,6 @@ msgstr "只有在支持现代渲染器(不包含 GLES3)的情况下该属性
msgid "The property is read-only in the [EditorInspector]."
msgstr "该属性在 [EditorInspector] 中只读。"
-msgid "Default usage (storage, editor and network)."
-msgstr "默认用法(存储、编辑器和网络)。"
-
-msgid ""
-"Default usage but without showing the property in the editor (storage, "
-"network)."
-msgstr "默认用法,但不在编辑器中显示属性(存储、网络)。"
-
msgid "Flag for a normal method."
msgstr "普通方法的标志。"
@@ -5786,6 +5970,167 @@ msgstr "填充窗口背景的面板。"
msgid "Interface to low level AES encryption features."
msgstr "底层 AES 加密功能接口。"
+msgid ""
+"This class provides access to AES encryption/decryption of raw data. Both "
+"AES-ECB and AES-CBC mode are supported.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"extends Node\n"
+"\n"
+"var aes = AESContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
+" var data = \"My secret text!!\" # Data size must be multiple of 16 "
+"bytes, apply padding if needed.\n"
+" # Encrypt ECB\n"
+" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n"
+" var encrypted = aes.update(data.to_utf8_buffer())\n"
+" aes.finish()\n"
+" # Decrypt ECB\n"
+" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n"
+" var decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # Check ECB\n"
+" assert(decrypted == data.to_utf8_buffer())\n"
+"\n"
+" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
+" # Encrypt CBC\n"
+" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv."
+"to_utf8_buffer())\n"
+" encrypted = aes.update(data.to_utf8_buffer())\n"
+" aes.finish()\n"
+" # Decrypt CBC\n"
+" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv."
+"to_utf8_buffer())\n"
+" decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # Check CBC\n"
+" assert(decrypted == data.to_utf8_buffer())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"using Godot;\n"
+"using System.Diagnostics;\n"
+"\n"
+"public partial class MyNode : Node\n"
+"{\n"
+" private AesContext _aes = new AesContext();\n"
+"\n"
+" public override void _Ready()\n"
+" {\n"
+" string key = \"My secret key!!!\"; // Key must be either 16 or 32 "
+"bytes.\n"
+" string data = \"My secret text!!\"; // Data size must be multiple of "
+"16 bytes, apply padding if needed.\n"
+" // Encrypt ECB\n"
+" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n"
+" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n"
+" _aes.Finish();\n"
+" // Decrypt ECB\n"
+" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n"
+" byte[] decrypted = _aes.Update(encrypted);\n"
+" _aes.Finish();\n"
+" // Check ECB\n"
+" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
+"\n"
+" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 "
+"bytes.\n"
+" // Encrypt CBC\n"
+" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv."
+"ToUtf8Buffer());\n"
+" encrypted = _aes.Update(data.ToUtf8Buffer());\n"
+" _aes.Finish();\n"
+" // Decrypt CBC\n"
+" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv."
+"ToUtf8Buffer());\n"
+" decrypted = _aes.Update(encrypted);\n"
+" _aes.Finish();\n"
+" // Check CBC\n"
+" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"此类提供了对原始数据的 AES 加密/解密的访问。同时支持 AES-ECB 和 AES-CBC 模"
+"式。\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"extends Node\n"
+"\n"
+"var aes = AESContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n"
+" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添"
+"加补白。\n"
+" # ECB 加密\n"
+" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n"
+" var encrypted = aes.update(data.to_utf8_buffer())\n"
+" aes.finish()\n"
+" # ECB 解密\n"
+" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n"
+" var decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # ECB 校验\n"
+" assert(decrypted == data.to_utf8_buffer())\n"
+"\n"
+" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n"
+" # CBC 加密\n"
+" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv."
+"to_utf8_buffer())\n"
+" encrypted = aes.update(data.to_utf8_buffer())\n"
+" aes.finish()\n"
+" # CBC 解密\n"
+" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv."
+"to_utf8_buffer())\n"
+" decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # CBC 校验\n"
+" assert(decrypted == data.to_utf8_buffer())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"using Godot;\n"
+"using System.Diagnostics;\n"
+"\n"
+"public partial class MyNode : Node\n"
+"{\n"
+" private AesContext _aes = new AesContext();\n"
+"\n"
+" public override void _Ready()\n"
+" {\n"
+" string key = \"My secret key!!!\"; // 密钥必须是 16 或 32 字节。\n"
+" string data = \"My secret text!!\"; // 数据大小必须是 16 字节的倍数,"
+"需要时添加补白。\n"
+" // ECB 加密\n"
+" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n"
+" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n"
+" _aes.Finish();\n"
+" // ECB 解密\n"
+" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n"
+" byte[] decrypted = _aes.Update(encrypted);\n"
+" _aes.Finish();\n"
+" // ECB 校验\n"
+" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
+"\n"
+" string iv = \"My secret iv!!!!\"; // IV 必须是 16 字节。\n"
+" // CBC 加密\n"
+" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv."
+"ToUtf8Buffer());\n"
+" encrypted = _aes.Update(data.ToUtf8Buffer());\n"
+" _aes.Finish();\n"
+" // CBC 解密\n"
+" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv."
+"ToUtf8Buffer());\n"
+" decrypted = _aes.Update(encrypted);\n"
+" _aes.Finish();\n"
+" // CBC 校验\n"
+" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
msgid "Close this AES context so it can be started again. See [method start]."
msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。"
@@ -5837,6 +6182,13 @@ msgid "Maximum value for the mode enum."
msgstr "模式列举的最大值。"
msgid ""
+"Physics body for 2D physics which moves only by script or animation (while "
+"affecting other bodies on its path). Useful for moving platforms and doors."
+msgstr ""
+"2D 物理中的物理物体,仅能够通过脚本或动画移动(会影响路径上的其他物体)。适用"
+"于移动的平台和门。"
+
+msgid ""
"Animatable body for 2D physics.\n"
"An animatable body can't be moved by external forces or contacts, but can be "
"moved by script or animation to affect other bodies in its path. It is ideal "
@@ -5868,6 +6220,13 @@ msgstr ""
"要[/b]与[method PhysicsBody2D.move_and_collide]一起使用。"
msgid ""
+"Physics body for 3D physics which moves only by script or animation (while "
+"affecting other bodies on its path). Useful for moving platforms and doors."
+msgstr ""
+"3D 物理中的物理物体,仅能够通过脚本或动画移动(会影响路径上的其他物体)。适用"
+"于移动的平台和门。"
+
+msgid ""
"Animatable body for 3D physics.\n"
"An animatable body can't be moved by external forces or contacts, but can be "
"moved by script or animation to affect other bodies in its path. It is ideal "
@@ -8330,6 +8689,14 @@ msgstr ""
"[b]注意:[/b]方法/音频/动画播放轨道不会被该方法处理。"
msgid ""
+"If playing, the current animation's key, otherwise, the animation last "
+"played. When set, this changes the animation, but will not play it unless "
+"already playing. See also [member current_animation]."
+msgstr ""
+"如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除"
+"非已经播放,否则不会播放。另见 [member current_animation]。"
+
+msgid ""
"The number of possible simultaneous sounds for each of the assigned "
"AudioStreamPlayers.\n"
"For example, if this value is [code]32[/code] and the animation has two "
@@ -9459,6 +9826,15 @@ msgid "The magnitude of area-specific wind force."
msgstr "特定区域风力的大小。"
msgid ""
+"The [Node3D] which is used to specify the direction and origin of an area-"
+"specific wind force. The direction is opposite to the z-axis of the "
+"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s "
+"local transform."
+msgstr ""
+"[Node3D] 用于指定特定区域风力的方向和原点。方向与 [Node3D] 局部变换的 z 轴相"
+"反,其原点为 [Node3D] 局部变换的原点。"
+
+msgid ""
"Emitted when a [Shape3D] of the received [param area] enters a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param area_shape_index] contain indices of "
@@ -10195,6 +10571,51 @@ msgstr ""
"另请参见 [method filter]、[method reduce]、[method any] 和 [method all]。"
msgid ""
+"Returns the maximum value contained in the array if all elements are of "
+"comparable types. If the elements can't be compared, [code]null[/code] is "
+"returned.\n"
+"To find the maximum value using a custom comparator, you can use [method "
+"reduce]. In this example every array element is checked and the first "
+"maximum value is returned:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), "
+"Vector2(0, 2)]\n"
+" # In this example we compare the lengths.\n"
+" print(arr.reduce(func(max, val): return val if is_length_greater(val, "
+"max) else max))\n"
+"\n"
+"func is_length_greater(a, b):\n"
+" return a.length() > b.length()\n"
+"[/codeblock]"
+msgstr ""
+"如果数组中包含的所有元素都是可比较的类型,则返回其中的最大值。如果无法比较,"
+"则返回 [code]null[/code]。\n"
+"要使用自定义比较器来查找最大值,可以使用 [method reduce]。这个例子中会比较数"
+"组中的每个元素,并返回第一个最大值:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), "
+"Vector2(0, 2)]\n"
+" # 这个例子中我们比较的是长度。\n"
+" print(arr.reduce(func(max, val): return val if is_length_greater(val, "
+"max) else max))\n"
+"\n"
+"func is_length_greater(a, b):\n"
+" return a.length() > b.length()\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the minimum value contained in the array if all elements are of "
+"comparable types. If the elements can't be compared, [code]null[/code] is "
+"returned.\n"
+"See also [method max] for an example of using a custom comparator."
+msgstr ""
+"如果数组中包含的所有元素都是可比较的类型,则返回其中的最小值。如果无法比较,"
+"则返回 [code]null[/code]。\n"
+"使用自定义比较器的示例见 [method max]。"
+
+msgid ""
"Returns a random value from the target array.\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -13290,6 +13711,72 @@ msgid ""
msgstr ""
"如果该音频流仅支持单声道播放,则返回 true;如果音频流支持复调,则返回 false。"
+msgid "An audio stream with utilities for procedural sound generation."
+msgstr "提供程序式声音生成工具的音频流。"
+
+msgid ""
+"[AudioStreamGenerator] is a type of audio stream that does not play back "
+"sounds on its own; instead, it expects a script to generate audio data for "
+"it. See also [AudioStreamGeneratorPlayback].\n"
+"Here's a sample on how to use it to generate a sine wave:\n"
+"[codeblock]\n"
+"var playback # Will hold the AudioStreamGeneratorPlayback.\n"
+"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n"
+"var pulse_hz = 440.0 # The frequency of the sound wave.\n"
+"\n"
+"func _ready():\n"
+" $AudioStreamPlayer.play()\n"
+" playback = $AudioStreamPlayer.get_stream_playback()\n"
+" fill_buffer()\n"
+"\n"
+"func fill_buffer():\n"
+" var phase = 0.0\n"
+" var increment = pulse_hz / sample_hz\n"
+" var frames_available = playback.get_frames_available()\n"
+"\n"
+" for i in range(frames_available):\n"
+" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n"
+" phase = fmod(phase + increment, 1.0)\n"
+"[/codeblock]\n"
+"In the example above, the \"AudioStreamPlayer\" node must use an "
+"[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function "
+"provides audio data for approximating a sine wave.\n"
+"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
+"spectrum analysis.\n"
+"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
+"or from a compiled language via GDExtension. If you still want to use this "
+"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
+"Hz or 22,050 Hz."
+msgstr ""
+"[AudioStreamGenerator] 是一种音频流,它自己并不播放声音,而是要用脚本来为它生"
+"成音频数据。另见 [AudioStreamGeneratorPlayback]。\n"
+"以下是用它来生成正弦波的例子:\n"
+"[codeblock]\n"
+"var playback # 存放 AudioStreamGeneratorPlayback。\n"
+"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n"
+"var pulse_hz = 440.0 # 声音波形的频率。\n"
+"\n"
+"func _ready():\n"
+" $AudioStreamPlayer.play()\n"
+" playback = $AudioStreamPlayer.get_stream_playback()\n"
+" fill_buffer()\n"
+"\n"
+"func fill_buffer():\n"
+" var phase = 0.0\n"
+" var increment = pulse_hz / sample_hz\n"
+" var frames_available = playback.get_frames_available()\n"
+"\n"
+" for i in range(frames_available):\n"
+" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n"
+" phase = fmod(phase + increment, 1.0)\n"
+"[/codeblock]\n"
+"上面的例子中,“AudioStreamPlayer”节点必须使用 [AudioStreamGenerator] 作为其"
+"流。[code]fill_buffer[/code] 函数负责提供模拟正弦波的音频数据。\n"
+"要执行实时音频频谱分析,见 [AudioEffectSpectrumAnalyzer]。\n"
+"[b]注意:[/b]由于性能的限制,这个类最好在 C# 或者在利用 GDExtension 的编译语"
+"言中使用。如果你仍然想要在 GDScript 中使用这个类,请考虑使用 11,025 Hz 或 "
+"22,050 Hz 等较低的 [member mix_rate]。"
+
msgid ""
"The length of the buffer to generate (in seconds). Lower values result in "
"less latency, but require the script to generate audio data faster, "
@@ -15233,6 +15720,16 @@ msgstr ""
"这些源的反射,请将 [member metallic_specular] 设置为 [code]0.0[/code]。"
msgid ""
+"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
+"penetrates an object's surface, is scattered, and then emerges. Subsurface "
+"scattering quality is controlled by [member ProjectSettings.rendering/"
+"environment/subsurface_scattering/subsurface_scattering_quality]."
+msgstr ""
+"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然"
+"后出现。次表面散射质量由 [member ProjectSettings.rendering/environment/"
+"subsurface_scattering/subsurface_scattering_quality] 控制。"
+
+msgid ""
"If [code]true[/code], subsurface scattering will use a special mode "
"optimized for the color and density of human skin, such as boosting the "
"intensity of the red channel in subsurface scattering."
@@ -15241,6 +15738,15 @@ msgstr ""
"的特殊模式,例如提升次表面散射中红色通道的强度。"
msgid ""
+"The strength of the subsurface scattering effect. The depth of the effect is "
+"also controlled by [member ProjectSettings.rendering/environment/"
+"subsurface_scattering/subsurface_scattering_scale], which is set globally."
+msgstr ""
+"次表面散射效果的强度。效果的深度也受到全局的 [member ProjectSettings."
+"rendering/environment/subsurface_scattering/subsurface_scattering_scale] 的控"
+"制。"
+
+msgid ""
"Texture used to control the subsurface scattering strength. Stored in the "
"red texture channel. Multiplied by [member subsurf_scatter_strength]."
msgstr ""
@@ -17305,6 +17811,31 @@ msgstr ""
"法。"
msgid ""
+"Returns a copy of this [Callable] with one or more arguments bound. When "
+"called, the bound arguments are passed [i]after[/i] the arguments supplied "
+"by [method call]. See also [method unbind].\n"
+"[b]Note:[/b] When this method is chained with other similar methods, the "
+"order in which the argument list is modified is read from right to left."
+msgstr ""
+"返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提"
+"供给 [method call] 的参数[i]之后[/i]传递。另见 [method unbind]。\n"
+"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左"
+"的。"
+
+msgid ""
+"Returns a copy of this [Callable] with one or more arguments bound, reading "
+"them from an array. When called, the bound arguments are passed [i]after[/i] "
+"the arguments supplied by [method call]. See also [method unbind].\n"
+"[b]Note:[/b] When this method is chained with other similar methods, the "
+"order in which the argument list is modified is read from right to left."
+msgstr ""
+"返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用"
+"时,被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。另见 [method "
+"unbind]。\n"
+"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左"
+"的。"
+
+msgid ""
"Calls the method represented by this [Callable]. Arguments can be passed and "
"should match the method's signature."
msgstr ""
@@ -17429,6 +17960,36 @@ msgstr ""
"程过程调用)。用于多人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记。"
"在不支持的方法上调用该方法会导致出错。见 [method Node.rpc_id]。"
+msgid ""
+"Returns a copy of this [Callable] with a number of arguments unbound. In "
+"other words, when the new callable is called the last few arguments supplied "
+"by the user are ignored, according to [param argcount]. The remaining "
+"arguments are passed to the callable. This allows to use the original "
+"callable in a context that attempts to pass more arguments than this "
+"callable can handle, e.g. a signal with a fixed number of arguments. See "
+"also [method bind].\n"
+"[b]Note:[/b] When this method is chained with other similar methods, the "
+"order in which the argument list is modified is read from right to left.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" foo.unbind(1).call(1, 2) # Calls foo(1).\n"
+" foo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it "
+"does not change the arguments from bind.\n"
+"[/codeblock]"
+msgstr ""
+"返回这个 [Callable] 的副本,解绑了一些参数。换句话说,调用新的可调用体时,用"
+"户提供的最后几个参数会被忽略,忽略几个由 [param argcount] 决定。剩余的参数会"
+"被传递给该可调用体。这样传入的参数就能够比原本可调用体所能处理的参数要多,例"
+"如带有固定数量参数的信号。另见 [method bind]。\n"
+"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左"
+"的。\n"
+"[codeblock]\n"
+"func _ready():\n"
+" foo.unbind(1).call(1, 2) # 调用 foo(1).\n"
+" foo.bind(3, 4).unbind(1).call(1, 2) # 调用 foo(1, 3, 4),注意改动的不是 "
+"bind 中的参数。\n"
+"[/codeblock]"
+
msgid "Returns [code]true[/code] if both [Callable]s invoke different targets."
msgstr "如果两个 [Callable] 调用的目标不同,则返回 [code]true[/code]。"
@@ -19021,6 +19582,20 @@ msgstr ""
"[MultiMeshInstance2D]。"
msgid ""
+"Draws a solid polygon of any number of points, convex or concave. Unlike "
+"[method draw_colored_polygon], each point's color can be changed "
+"individually. See also [method draw_polyline] and [method "
+"draw_polyline_colors]. If you need more flexibility (such as being able to "
+"use bones), use [method RenderingServer.canvas_item_add_triangle_array] "
+"instead."
+msgstr ""
+"绘制一个由任意数量的点构成的实心多边形,凸形或凹形。与 [method "
+"draw_colored_polygon] 不同,每个点的颜色都可以单独改变。另见 [method "
+"draw_polyline] 和 [method draw_polyline_colors]。如果你需要更大的自由度(例如"
+"能够使用骨骼),请改用 [method RenderingServer."
+"canvas_item_add_triangle_array]。"
+
+msgid ""
"Draws interconnected line segments with a uniform [param color] and [param "
"width] and optional antialiasing (supported only for positive [param "
"width]). When drawing large amounts of lines, this is faster than using "
@@ -19074,6 +19649,33 @@ msgstr ""
"draw_polygon]、[method draw_rect]。"
msgid ""
+"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle "
+"will be filled with the [param color] specified. If [param filled] is "
+"[code]false[/code], the rectangle will be drawn as a stroke with the [param "
+"color] and [param width] specified. See also [method draw_texture_rect].\n"
+"If [param width] is negative, then two-point primitives will be drawn "
+"instead of a four-point ones. This means that when the CanvasItem is scaled, "
+"the lines will remain thin. If this behavior is not desired, then pass a "
+"positive [param width] like [code]1.0[/code].\n"
+"[b]Note:[/b] [param width] is only effective if [param filled] is "
+"[code]false[/code].\n"
+"[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not "
+"display perfectly. For example, corners may be missing or brighter due to "
+"overlapping lines (for a translucent [param color])."
+msgstr ""
+"绘制一个矩形。如果 [param filled] 为 [code]true[/code],则矩形将使用指定的 "
+"[param color] 填充。如果 [param filled] 为 [code]false[/code],则矩形将被绘制"
+"为具有指定的 [param color] 和 [param width] 的笔划。另见 [method "
+"draw_texture_rect]。\n"
+"如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩"
+"放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param "
+"width],如 [code]1.0[/code]。\n"
+"[b]注意:[/b][param width] 只有在 [param filled] 为 [code]false[/code] 时才有"
+"效。\n"
+"[b]注意:[/b]使用负 [param width] 绘制的未填充矩形可能不会完美显示。例如,由"
+"于线条的重叠,角可能会缺失或变亮(对于半透明的 [param color])。"
+
+msgid ""
"Sets a custom transform for drawing via components. Anything drawn "
"afterwards will be transformed by this.\n"
"[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param "
@@ -19172,6 +19774,26 @@ msgid "Draws a texture at a given position."
msgstr "在给定的位置绘制纹理。"
msgid ""
+"Draws a textured rectangle at a given position, optionally modulated by a "
+"color. If [param transpose] is [code]true[/code], the texture will have its "
+"X and Y coordinates swapped. See also [method draw_rect] and [method "
+"draw_texture_rect_region]."
+msgstr ""
+"在给定位置绘制一个带纹理的矩形,可以选择用颜色调制。如果 [param transpose] "
+"为 [code]true[/code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_rect] 和 "
+"[method draw_texture_rect_region]。"
+
+msgid ""
+"Draws a textured rectangle from a texture's region (specified by [param "
+"src_rect]) at a given position, optionally modulated by a color. If [param "
+"transpose] is [code]true[/code], the texture will have its X and Y "
+"coordinates swapped. See also [method draw_texture_rect]."
+msgstr ""
+"在给定的位置绘制具有纹理的矩形,可以指定所使用的纹理区域(由 [param "
+"src_rect] 指定),可选择用颜色调制。如果 [param transpose] 为 [code]true[/"
+"code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_texture_rect]。"
+
+msgid ""
"Forces the transform to update. Transform changes in physics are not instant "
"for performance reasons. Transforms are accumulated and then set. Use this "
"if you need an up-to-date transform when doing physics operations."
@@ -19191,6 +19813,17 @@ msgid ""
msgstr "返回从该项目所在的画布坐标系到 [Viewport] 坐标系的变换。"
msgid ""
+"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
+"in using the coordinate system of the [CanvasLayer].\n"
+"[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded "
+"[Popup]), you can use [method DisplayServer.mouse_get_position]."
+msgstr ""
+"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] "
+"的坐标系。\n"
+"[b]注意:[/b]要得到屏幕空间的坐标(例如使用非嵌入式 [Popup] 时),你可以使用 "
+"[method DisplayServer.mouse_get_position]。"
+
+msgid ""
"Returns the global transform matrix of this item, i.e. the combined "
"transform up to the topmost [CanvasItem] node. The topmost item is a "
"[CanvasItem] that either has no parent, has non-[CanvasItem] parent or it "
@@ -19255,6 +19888,16 @@ msgid ""
"to children."
msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。"
+msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its ancestors are "
+"also visible. If any ancestor is hidden, this node will not be visible in "
+"the scene tree, and is consequently not drawn (see [method _draw])."
+msgstr ""
+"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
+"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
+"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。"
+
msgid "Assigns [param screen_point] as this node's new local transform."
msgstr "将 [param screen_point] 指定为该节点的新局部变换。"
@@ -19384,6 +20027,20 @@ msgstr ""
"[CanvasItem]。"
msgid ""
+"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible "
+"if all of its ancestors are visible as well (in other words, [method "
+"is_visible_in_tree] must return [code]true[/code]).\n"
+"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
+"visible is to call one of the multiple [code]popup*()[/code] functions "
+"instead."
+msgstr ""
+"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可"
+"见时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
+"[code]true[/code])。\n"
+"[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 "
+"[code]popup*()[/code] 函数之一。"
+
+msgid ""
"If [code]true[/code], child nodes with the lowest Y position are drawn "
"before those with a higher Y position. If [code]false[/code], Y-sorting is "
"disabled. Y-sorting only affects children that inherit from [CanvasItem].\n"
@@ -21478,6 +22135,9 @@ msgstr "将该选项标记为变量。"
msgid "Marks the option as a member."
msgstr "将该选项标记为成员。"
+msgid "Marks the option as an enum entry."
+msgstr "将该选项标记为枚举条目。"
+
msgid "Marks the option as a constant."
msgstr "将该选项标记为常量。"
@@ -25517,6 +26177,18 @@ msgstr ""
"应用。"
msgid ""
+"Marks an input event as handled. Once you accept an input event, it stops "
+"propagating, even to nodes listening to [method Node._unhandled_input] or "
+"[method Node._unhandled_key_input].\n"
+"[b]Note:[/b] This does not affect the methods in [Input], only the way "
+"events are propagated."
+msgstr ""
+"将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 "
+"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节"
+"点。\n"
+"[b]注意:[/b]不会影响 [Input] 中的方法,只会影响事件的传播。"
+
+msgid ""
"Creates a local override for a theme [Color] with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
@@ -29659,6 +30331,19 @@ msgstr ""
"[/code]。"
msgid ""
+"Similar with [code]interpolate_baked()[/code]. The return value is "
+"[code]Transform3D[/code], with [code]origin[/code] as point position, "
+"[code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, "
+"[code]basis.z[/code] as forward vector. When the curve length is 0, there is "
+"no reasonable way to calculate the rotation, all vectors aligned with global "
+"space axes."
+msgstr ""
+"与 [code]interpolate_baked()[/code] 类似。返回值为 [code]Transform3D[/code],"
+"其中 [code]origin[/code] 作为点位置,[code]basis.x[/code] 作为横向向量,"
+"[code]basis.y[/code] 作为向上向量,[code]basis.z[/code] 作为前向向量。当曲线"
+"长度为 0 时,将没有合理的方法来计算旋转,所有向量都会与全局空间轴对齐。"
+
+msgid ""
"Sets the tilt angle in radians for the point [param idx]. If the index is "
"out of bounds, the function sends an error to the console.\n"
"The tilt controls the rotation along the look-at axis an object traveling "
@@ -33610,6 +34295,14 @@ msgstr ""
"multiple_resolutions.html]多个分辨率[/url]。"
msgid ""
+"The window can't be resized by dragging its resize grip. It's still possible "
+"to resize the window using [method window_set_size]. This flag is ignored "
+"for full screen windows."
+msgstr ""
+"该窗口不能通过拖动其调整大小的手柄来调整大小。但仍然可以使用 [method "
+"window_set_size] 调整窗口大小。全屏窗口会忽略该标志。"
+
+msgid ""
"The window do not have native title bar and other decorations. This flag is "
"ignored for full-screen windows."
msgstr "该窗口没有原生标题栏和其他装饰。全屏窗口会忽略该标志。"
@@ -33639,6 +34332,19 @@ msgid ""
msgstr "该窗口无法获得焦点。无聚焦窗口会忽略除鼠标点击外的所有输入。"
msgid ""
+"Window is part of menu or [OptionButton] dropdown. This flag can't be "
+"changed when the window is visible. An active popup window will exclusively "
+"receive all input, without stealing focus from its parent. Popup windows are "
+"automatically closed when uses click outside it, or when an application is "
+"switched. Popup window must have transient parent set (see [method "
+"window_set_transient])."
+msgstr ""
+"窗口是菜单或 [OptionButton] 下拉菜单的一部分。当窗口可见时,不能更改该标志。"
+"活动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。当在其外"
+"部点击或切换应用程序时,弹出窗口将会自动关闭。 弹出窗口必须已经设置了临时父级"
+"(参见 [method window_set_transient])。"
+
+msgid ""
"Window content is expanded to the full size of the window. Unlike borderless "
"window, the frame is left intact and can be used to resize the window, title "
"bar is transparent, but have minimize/maximize/close buttons.\n"
@@ -43928,6 +44634,9 @@ msgstr ""
"[/csharp]\n"
"[/codeblocks]"
+msgid "Evaluating Expressions"
+msgstr "表达式求值"
+
msgid ""
"Executes the expression that was previously parsed by [method parse] and "
"returns the result. Before you use the returned object, you should check if "
@@ -44968,6 +45677,18 @@ msgstr ""
msgid "Invalidate and update the current dialog content list."
msgstr "使当前对话框内容列表无效并更新。"
+msgid ""
+"The file system access scope. See [enum Access] constants.\n"
+"[b]Warning:[/b] Currently, in sandboxed environments such as Web builds or "
+"sandboxed macOS apps, FileDialog cannot access the host file system. See "
+"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
+"proposals#1123[/url]."
+msgstr ""
+"文件系统的访问范围。见 [enum Access] 常量。\n"
+"[b]警告:[/b]目前,在 Web 构建或沙盒 macOS 应用程序等沙盒环境中,FileDialog "
+"无法访问主机文件系统。参见 [url=https://github.com/godotengine/godot-"
+"proposals/issues/1123]godot-proposals#1123[/url]。"
+
msgid "The current working directory of the file dialog."
msgstr "文件对话框的当前工作目录。"
@@ -44978,6 +45699,15 @@ msgid "The currently selected file path of the file dialog."
msgstr "当前选择的文件对话框的文件路径。"
msgid ""
+"If [code]true[/code], changing the [member file_mode] property will set the "
+"window title accordingly (e.g. setting [member file_mode] to [constant "
+"FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")."
+msgstr ""
+"如果为 [code]true[/code],更改 [member file_mode] 属性将相应地设置窗口标题"
+"(例如,将 [member file_mode] 设置为 [constant FILE_MODE_OPEN_FILE],会将窗口"
+"标题更改为“打开文件”)。"
+
+msgid ""
"If non-empty, the given sub-folder will be \"root\" of this [FileDialog], i."
"e. user won't be able to go to its parent directory."
msgstr ""
@@ -46420,18 +47150,6 @@ msgstr ""
msgid "A script implemented in the GDScript programming language."
msgstr "用 GDScript 编程语言实现的脚本。"
-msgid ""
-"A script implemented in the GDScript programming language. The script "
-"extends the functionality of all objects that instantiate it.\n"
-"[method new] creates a new instance of the script. [method Object."
-"set_script] extends an existing object, if that object's class matches one "
-"of the script's base classes."
-msgstr ""
-"一个用 GDScript 编程语言实现的脚本。该脚本扩展了实例化该对象后其所有对象的功"
-"能。\n"
-"[method new] 创建一个新的脚本实例。如果一个对象的类与脚本的基类之一匹配,则 "
-"[method Object.set_script] 会扩展该对象。"
-
msgid "GDScript documentation index"
msgstr "GDScript 文档索引"
@@ -49232,6 +49950,20 @@ msgstr "返回渐变中的颜色数。"
msgid "Removes the color at the index [param point]."
msgstr "移除索引 [param point] 处的颜色。"
+msgid ""
+"Reverses/mirrors the gradient.\n"
+"[b]Note:[/b] This method mirrors all points around the middle of the "
+"gradient, which may produce unexpected results when [member "
+"interpolation_mode] is set to [constant GRADIENT_INTERPOLATE_CONSTANT]."
+msgstr ""
+"将渐变进行翻转/镜像。\n"
+"[b]注意:[/b]这个方法会将所有点以渐变的中点进行镜像,[member "
+"interpolation_mode] 为 [constant GRADIENT_INTERPOLATE_CONSTANT] 时可能产生意"
+"外的结果。"
+
+msgid "Returns the interpolated color specified by [param offset]."
+msgstr "返回由偏移 [param offset] 指定的插值颜色。"
+
msgid "Sets the color of the gradient color at index [param point]."
msgstr "设置渐变色在索引 [param point] 处的颜色。"
@@ -53380,6 +54112,12 @@ msgstr "使用 ETC2 压缩。"
msgid "Use BPTC compression."
msgstr "使用 BPTC 压缩。"
+msgid "Use ASTC compression."
+msgstr "使用 ASTC 压缩。"
+
+msgid "Represents the size of the [enum CompressMode] enum."
+msgstr "代表 [enum CompressMode] 枚举的大小。"
+
msgid ""
"Source texture (before compression) is a regular texture. Default for all "
"textures."
@@ -53647,6 +54385,38 @@ msgstr ""
msgid "Mesh optimized for creating geometry manually."
msgstr "为手动创建几何体,而优化的网格。"
+msgid ""
+"A mesh type optimized for creating geometry manually, similar to OpenGL 1.x "
+"immediate mode.\n"
+"Here's a sample on how to generate a triangular face:\n"
+"[codeblocks]\n"
+"var mesh = ImmediateMesh.new()\n"
+"mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)\n"
+"mesh.surface_add_vertex(Vector3.LEFT)\n"
+"mesh.surface_add_vertex(Vector3.FORWARD)\n"
+"mesh.surface_add_vertex(Vector3.ZERO)\n"
+"mesh.surface_end()\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly "
+"inefficient. Instead, it is designed to generate simple geometry that "
+"changes often."
+msgstr ""
+"针对手动创建几何体优化的网格类型,与 OpenGL 1.x 的立即模式类似。\n"
+"以下是生成三角形面的示例:\n"
+"[codeblocks]\n"
+"var mesh = ImmediateMesh.new()\n"
+"mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)\n"
+"mesh.surface_add_vertex(Vector3.LEFT)\n"
+"mesh.surface_add_vertex(Vector3.FORWARD)\n"
+"mesh.surface_add_vertex(Vector3.ZERO)\n"
+"mesh.surface_end()\n"
+"[/codeblocks]\n"
+"[b]注意:[/b]使用 [ImmediateMesh] 生成复杂的几何体极其低效。这种网格的设计目"
+"的是用来生成经常变化的简单几何体。"
+
+msgid "Using ImmediateMesh"
+msgstr "使用 ImmediateMesh"
+
msgid "Clear all surfaces."
msgstr "清除所有表面。"
@@ -53808,6 +54578,23 @@ msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染
msgid "A singleton that deals with inputs."
msgstr "处理输入的单例。"
+msgid ""
+"A singleton that deals with inputs. This includes key presses, mouse buttons "
+"and movement, joypads, and input actions. Actions and their events can be "
+"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
+"with the [InputMap] class.\n"
+"[b]Note:[/b] The methods here reflect the global input state and are not "
+"affected by [method Control.accept_event] or [method Viewport."
+"set_input_as_handled], which only deal with the way input is propagated in "
+"the [SceneTree]."
+msgstr ""
+"处理输入的单例。处理的内容包括键盘、鼠标按键和移动、游戏手柄、输入动作。可以"
+"在[b]项目 > 项目设置[/b]的[b]输入映射[/b]选项卡中或使用 [InputMap] 类设置动作"
+"及其事件。\n"
+"[b]注意:[/b]此处的方法反映的是全局输入状态,不受 [method Control."
+"accept_event] 和 [method Viewport.set_input_as_handled] 的影响,这两个方法处"
+"理的是在 [SceneTree] 中传播的输入。"
+
msgid "Inputs documentation index"
msgstr "输入文档索引"
@@ -55078,28 +55865,6 @@ msgstr ""
"都减一。标准钢琴的乐器号为 0。"
msgid ""
-"Returns a value indicating the type of message for this MIDI signal. This is "
-"a member of the [enum MIDIMessage] enum.\n"
-"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
-"returned as this value, as the other part is the channel (ex: 0x94 becomes "
-"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
-"Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they "
-"might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, "
-"therefore your code should treat the input as stopped if some period of time "
-"has passed.\n"
-"For more information, see the MIDI message status byte list chart linked "
-"above."
-msgstr ""
-"返回表示这个 MIDI 信号类型的值,是 [enum MIDIMessage] 枚举的成员。\n"
-"对于在 0x80 和 0xEF 之间的 MIDI 消息,这个值返回的是左半部分的比特位,另一半"
-"是通道(例:0x94 会变成 0x9)。对于在 0xF0 到 0xFF 之间的 MIDI 消息,这个值是"
-"原样返回的。\n"
-"激活音符时会返回 [constant MIDI_MESSAGE_NOTE_ON],但失活时并不一定会返回 "
-"[constant MIDI_MESSAGE_NOTE_OFF],因此你的代码应该在经过一段时间后将输入处理"
-"为停止。\n"
-"更多消息请参阅上面链接的 MIDI 消息状态字节列表。"
-
-msgid ""
"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
"the piano key frequency chart on Wikipedia for more information."
@@ -55112,19 +55877,6 @@ msgid ""
"devices, this value is always zero."
msgstr "MIDI 信号的压力。这个值在 0 到 127 之间。对于很多设备,这个值总是 0。"
-msgid ""
-"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
-"piano, this corresponds to how quickly the key was pressed, and is rarely "
-"above about 110 in practice. Note that some MIDI devices may send a "
-"[constant MIDI_MESSAGE_NOTE_ON] message with zero velocity and expect this "
-"to be treated the same as a [constant MIDI_MESSAGE_NOTE_OFF] message, but "
-"device implementations vary so Godot reports event data exactly as received."
-msgstr ""
-"MIDI 信号的速度。这个值在 0 到 127 之间。对于钢琴,这对应的是按键有多块,实际"
-"很少超过 110。请注意,部分 MIDI 设备可能会发送速度为零的 [constant "
-"MIDI_MESSAGE_NOTE_ON] 并期望进行和 [constant MIDI_MESSAGE_NOTE_OFF] 一样的处"
-"理,但因设备实现而异,所以 Godot 会原样汇报事件数据。"
-
msgid "Base input event type for mouse events."
msgstr "鼠标事件的基本输入事件类型。"
@@ -65918,6 +66670,15 @@ msgid ""
msgstr "如果本地系统为这个节点的多人游戏控制者,则返回 [code]true[/code]。"
msgid ""
+"Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree "
+"and all its children are initialized.\n"
+"[method request_ready] resets it back to [code]false[/code]."
+msgstr ""
+"如果该节点已就绪,则返回 [code]true[/code],即该节点位于场景树中,并且所有子"
+"项均已初始化。\n"
+"[method request_ready] 会将其重置回 [code]false[/code]。"
+
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -69169,6 +69930,19 @@ msgstr ""
"被编辑,但它仍可以被该方法找到。"
msgid ""
+"Returns [code]true[/code] if the given [param method] name exists in the "
+"object.\n"
+"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
+"built-in Godot methods. Prefer using the names exposed in the "
+"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
+"call."
+msgstr ""
+"如果该对象中存在给定的方法名 [param method],则返回 [code]true[/code]。\n"
+"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case "
+"蛇形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都"
+"重新分配一个 [StringName]。"
+
+msgid ""
"Returns [code]true[/code] if the given [param signal] name exists in the "
"object.\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
@@ -79024,39 +79798,9 @@ msgstr "如果大于 0,则这个值是此 Joint3D 产生的冲量的最大值
msgid "Placeholder class for a cubemap texture."
msgstr "立方体贴图纹理的占位类。"
-msgid ""
-"This class is used when loading a project that uses a [Cubemap] subclass in "
-"2 conditions:\n"
-"- When running the project exported in dedicated server mode, only the "
-"texture's dimensions are kept (as they may be relied upon for gameplay "
-"purposes or positioning of other elements). This allows reducing the "
-"exported PCK's size significantly.\n"
-"- When this subclass is missing due to using a different engine version or "
-"build (e.g. modules disabled)."
-msgstr ""
-"加载使用 [Cubemap] 子类的项目时,使用这个类的情况有两种:\n"
-"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹"
-"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
-"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。"
-
msgid "Placeholder class for a cubemap texture array."
msgstr "立方体贴图纹理数组的占位类。"
-msgid ""
-"This class is used when loading a project that uses a [CubemapArray] "
-"subclass in 2 conditions:\n"
-"- When running the project exported in dedicated server mode, only the "
-"texture's dimensions are kept (as they may be relied upon for gameplay "
-"purposes or positioning of other elements). This allows reducing the "
-"exported PCK's size significantly.\n"
-"- When this subclass is missing due to using a different engine version or "
-"build (e.g. modules disabled)."
-msgstr ""
-"加载使用 [CubemapArray] 子类的项目时,使用这个类的情况有两种:\n"
-"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹"
-"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
-"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。"
-
msgid "Placeholder class for a material."
msgstr "材质的占位类。"
@@ -79099,21 +79843,6 @@ msgstr "局部空间中,包含这个网格的最小 [AABB]。"
msgid "Placeholder class for a 2-dimensional texture."
msgstr "二维纹理的占位类。"
-msgid ""
-"This class is used when loading a project that uses a [Texture2D] subclass "
-"in 2 conditions:\n"
-"- When running the project exported in dedicated server mode, only the "
-"texture's dimensions are kept (as they may be relied upon for gameplay "
-"purposes or positioning of other elements). This allows reducing the "
-"exported PCK's size significantly.\n"
-"- When this subclass is missing due to using a different engine version or "
-"build (e.g. modules disabled)."
-msgstr ""
-"加载使用 [Texture2D] 子类的项目时,使用这个类的情况有两种:\n"
-"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹"
-"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
-"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。"
-
msgid "The texture's size (in pixels)."
msgstr "纹理的尺寸(单位为像素)。"
@@ -79123,36 +79852,6 @@ msgstr "二维纹理数组的占位类。"
msgid "Placeholder class for a 3-dimensional texture."
msgstr "三维纹理的占位类。"
-msgid ""
-"This class is used when loading a project that uses a [Texture3D] subclass "
-"in 2 conditions:\n"
-"- When running the project exported in dedicated server mode, only the "
-"texture's dimensions are kept (as they may be relied upon for gameplay "
-"purposes or positioning of other elements). This allows reducing the "
-"exported PCK's size significantly.\n"
-"- When this subclass is missing due to using a different engine version or "
-"build (e.g. modules disabled)."
-msgstr ""
-"加载使用 [Texture3D] 子类的项目时,使用这个类的情况有两种:\n"
-"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹"
-"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
-"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。"
-
-msgid ""
-"This class is used when loading a project that uses a [TextureLayered] "
-"subclass in 2 conditions:\n"
-"- When running the project exported in dedicated server mode, only the "
-"texture's dimensions are kept (as they may be relied upon for gameplay "
-"purposes or positioning of other elements). This allows reducing the "
-"exported PCK's size significantly.\n"
-"- When this subclass is missing due to using a different engine version or "
-"build (e.g. modules disabled)."
-msgstr ""
-"加载使用 [TextureLayered] 子类的项目时,使用这个类的情况有两种:\n"
-"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹"
-"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
-"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。"
-
msgid "The number of layers in the texture array."
msgstr "纹理数组中的层数。"
@@ -82898,6 +83597,13 @@ msgstr ""
"非fug。"
msgid ""
+"If [code]true[/code], snaps [Control] node vertices to the nearest pixel to "
+"ensure they remain crisp even when the camera moves or zooms."
+msgstr ""
+"如果为 [code]true[/code],则将 [Control] 节点的顶点吸附到最近的像素,确保即便"
+"相机发生移动或缩放也能够保持锐利。"
+
+msgid ""
"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs "
"on Windows and UWP to follow interface conventions. [method DisplayServer."
"get_swap_cancel_ok] can be used to query whether buttons are swapped at run-"
@@ -83343,6 +84049,16 @@ msgid ""
msgstr "针对 macOS 的快捷键覆盖项,对应在各个光标下方再添加一个光标的快捷键。"
msgid ""
+"Default [InputEventAction] to move the text cursor to the end of the text.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+"默认 [InputEventAction],用于将文本光标移动到文本的末尾。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
+
+msgid ""
"macOS specific override for the shortcut to move the text cursor to the end "
"of the text."
msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到文本末尾的快捷键。"
@@ -85395,6 +86111,35 @@ msgstr ""
"[b]注意:[/b]TAA 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。"
msgid ""
+"[b]Note:[/b] This property is only read when the project starts. To control "
+"the screen-space roughness limiter at runtime, call [method RenderingServer."
+"screen_space_roughness_limiter_set_active] instead."
+msgstr ""
+"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制屏幕空间粗糙度限制器,"
+"请调用 [method RenderingServer.screen_space_roughness_limiter_set_active]。"
+
+msgid ""
+"If [code]true[/code], enables a spatial filter to limit roughness in areas "
+"with high-frequency detail. This can help reduce specular aliasing to an "
+"extent, though not as much as enabling [member rendering/anti_aliasing/"
+"quality/use_taa]. This filter has a small performance cost, so consider "
+"disabling it if it doesn't benefit your scene noticeably.\n"
+"[b]Note:[/b] The screen-space roughness limiter is only supported in the "
+"Forward+ and Mobile rendering methods, not Compatibility.\n"
+"[b]Note:[/b] This property is only read when the project starts. To control "
+"the screen-space roughness limiter at runtime, call [method RenderingServer."
+"screen_space_roughness_limiter_set_active] instead."
+msgstr ""
+"如果为 [code]true[/code],则启用空间过滤器以限制具有高频细节的区域的粗糙度。"
+"这可以在一定程度上帮助减少镜面反射锯齿,尽管不如启用 [member rendering/"
+"anti_aliasing/quality/use_taa]。 该过滤器的性能成本很小,因此如果它对您的场景"
+"没有明显好处,请考虑禁用它。\n"
+"[b]注意:[/b]屏幕空间粗糙度限制器只支持 Forward+ 和 Mobile 渲染方式,不支持 "
+"Compatibility。\n"
+"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制屏幕空间粗糙度限制器,"
+"请调用 [method RenderingServer.screen_space_roughness_limiter_set_active]。"
+
+msgid ""
"Sets the quality of the depth of field effect. Higher quality takes more "
"samples, which is slower but looks smoother."
msgstr ""
@@ -86381,6 +87126,26 @@ msgstr ""
"use_hidden_project_data_directory])。"
msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the S3 Texture Compression algorithm (DXT1-5) for lower "
+"quality textures and the BPTC algorithm (BC6H and BC7) for high quality "
+"textures. This algorithm is only supported on PC desktop platforms and "
+"consoles.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].godot/imported/[/code] "
+"folder located inside the project folder then restart the editor (see "
+"[member application/config/use_hidden_project_data_directory])."
+msgstr ""
+"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法(DXT1-5)导入 "
+"VRAM 压缩纹理以获得较低质量的纹理;并使用 BPTC 算法(BC6H 和 BC7)导入高质量"
+"纹理。该算法仅在 PC 桌面平台和主机平台上受支持。\n"
+"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已"
+"导入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/"
+"code] 文件夹,然后重新启动编辑器(请参阅 [member application/config/"
+"use_hidden_project_data_directory])。"
+
+msgid ""
"The default compression method for WebP. Affects both lossy and lossless "
"WebP. A higher value results in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression method. "
@@ -87371,6 +88136,51 @@ msgid ""
"attachments can be provided."
msgstr "如果颜色附件是多重采样的,则可以提供非多重采样的解析附件。"
+msgid "The filtering method to use for mipmaps."
+msgstr "Mipmap 使用的过滤方法。"
+
+msgid "Shader source code (used by [RenderingDevice])."
+msgstr "着色器源代码(由 [RenderingDevice] 使用)。"
+
+msgid "The language the shader is written in."
+msgstr "着色器的编写语言。"
+
+msgid "Source code for the shader's compute stage."
+msgstr "着色器计算阶段的源代码。"
+
+msgid "Source code for the shader's fragment stage."
+msgstr "着色器片段阶段的源代码。"
+
+msgid "Source code for the shader's vertex stage."
+msgstr "着色器顶点阶段的源代码。"
+
+msgid "Texture format (used by [RenderingDevice])."
+msgstr "纹理格式(由 [RenderingDevice] 使用)。"
+
+msgid "The channel to sample when sampling the alpha channel."
+msgstr "对 Alpha 通道进行采样时采样的通道。"
+
+msgid "The channel to sample when sampling the blue color channel."
+msgstr "对蓝色通道进行采样时采样的通道。"
+
+msgid "The channel to sample when sampling the green color channel."
+msgstr "对绿色通道进行采样时采样的通道。"
+
+msgid "The channel to sample when sampling the red color channel."
+msgstr "对红色通道进行采样时采样的通道。"
+
+msgid "Shader uniform (used by [RenderingDevice])."
+msgstr "着色器 Uniform(由 [RenderingDevice] 使用)。"
+
+msgid "The uniform's binding."
+msgstr "Uniform 的绑定。"
+
+msgid "The uniform's data type."
+msgstr "Uniform 的数据类型。"
+
+msgid "Vertex attribute (used by [RenderingDevice])."
+msgstr "顶点属性(由 [RenderingDevice] 使用)。"
+
msgid "2D axis-aligned bounding box using floating point coordinates."
msgstr "使用浮点数坐标的 2D 轴对齐边界框。"
@@ -88359,6 +89169,17 @@ msgstr "到远程节点的 [NodePath],相对于 RemoteTransform3D 在场景中
msgid "Abstraction for working with modern low-level graphics APIs."
msgstr "用于处理现代低阶图形 API 的抽象。"
+msgid "Using compute shaders"
+msgstr "使用计算着色器"
+
+msgid ""
+"Puts a memory barrier in place. This is used for synchronization to avoid "
+"data races. See also [method full_barrier], which may be useful for "
+"debugging."
+msgstr ""
+"原地放置一个内存屏障。内存屏障可用于进行同步,避免数据竞争。另见 [method "
+"full_barrier],可能更适合调试。"
+
msgid ""
"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 "
@@ -88367,6 +89188,40 @@ msgstr ""
"返回指定 [param buffer] 中数据的副本,还可以设置 [param offset_bytes] 和 "
"[param size_bytes],仅复制缓冲区的某一部分。"
+msgid "Binds [param index_array] to the specified [param draw_list]."
+msgstr "将 [param index_array] 绑定到指定的 [param draw_list]。"
+
+msgid "Binds [param render_pipeline] to the specified [param draw_list]."
+msgstr "将 [param render_pipeline] 绑定到指定的 [param draw_list]。"
+
+msgid ""
+"Binds [param uniform_set] to the specified [param draw_list]. A [param "
+"set_index] must also be specified, which is an identifier starting from "
+"[code]0[/code] that must match the one expected by the draw list."
+msgstr ""
+"将 [param uniform_set] 绑定到指定的 [param draw_list]。还必须指定 [param "
+"set_index],这是从 [code]0[/code] 开始的标识符,必须与绘制列表中所需要的相匹"
+"配。"
+
+msgid "Binds [param vertex_array] to the specified [param draw_list]."
+msgstr "将 [param vertex_array] 绑定到指定的 [param draw_list]。"
+
+msgid ""
+"Tries to free an object in the RenderingDevice. To avoid memory leaks, this "
+"should be called after using an object as memory management does not occur "
+"automatically when using RenderingDevice directly."
+msgstr ""
+"尝试释放 RenderingDevice 中的某个对象。为了防止内存泄漏,对象使用完后就应该调"
+"用这个方法,因为直接使用 RenderingDevice 时并不会自动进行内存管理。"
+
+msgid ""
+"Puts a [i]full[/i] memory barrier in place. This is a memory [method "
+"barrier] with all flags enabled. [method full_barrier] it should only be "
+"used for debugging as it can severely impact performance."
+msgstr ""
+"原地放置一个[i]完整[/i]的内存屏障。这是启用了所有标志的 [method barrier]。"
+"[method full_barrier] 应该仅用于调试,因为对性能的影响极大。"
+
msgid ""
"Creates a vertex array based on the specified buffers. Optionally, [param "
"offsets] (in bytes) may be defined for each buffer."
@@ -88424,6 +89279,1918 @@ msgstr ""
msgid "Represents the size of the [enum DeviceType] enum."
msgstr "代表 [enum DeviceType] 枚举的大小。"
+msgid ""
+"Vulkan device driver resource. This is a \"global\" resource and ignores the "
+"RID passed in"
+msgstr "Vulkan 设备驱动资源。这是一种“全局”资源,会忽略传入的 RID"
+
+msgid "Physical device (graphics card) driver resource."
+msgstr "物理设备(显卡)驱动资源。"
+
+msgid "Vulkan instance driver resource."
+msgstr "Vulkan 实例驱动资源。"
+
+msgid "Vulkan queue driver resource."
+msgstr "Vulkan 队列驱动资源。"
+
+msgid "Vulkan queue family index driver resource."
+msgstr "Vulkan 队列族索引驱动资源。"
+
+msgid "Vulkan image driver resource."
+msgstr "Vulkan 图像驱动资源。"
+
+msgid "Vulkan image view driver resource."
+msgstr "Vulkan 图像查看驱动资源。"
+
+msgid "Vulkan image native texture format driver resource."
+msgstr "Vulkan 图像原生纹理格式驱动资源。"
+
+msgid "Vulkan sampler driver resource."
+msgstr "Vulkan 采样器驱动资源。"
+
+msgid ""
+"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]descriptor set[/"
+"url] driver resource."
+msgstr ""
+"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]描述符集[/url]驱"
+"动资源。"
+
+msgid "Vulkan buffer driver resource."
+msgstr "Vulkan 缓冲驱动资源。"
+
+msgid "Vulkan compute pipeline driver resource."
+msgstr "Vulkan 计算管线驱动资源。"
+
+msgid "Vulkan render pipeline driver resource."
+msgstr "Vulkan 渲染管线驱动资源。"
+
+msgid ""
+"4-bit-per-channel red/green channel data format, packed into 8 bits. Values "
+"are in the [code][0.0, 1.0][/code] range.\n"
+"[b]Note:[/b] More information on all data formats can be found on the "
+"[url=https://registry.khronos.org/vulkan/specs/1.1/html/vkspec."
+"html#_identification_of_formats]Identification of formats[/url] section of "
+"the Vulkan specification, as well as the [url=https://registry.khronos.org/"
+"vulkan/specs/1.3-extensions/man/html/VkFormat.html]VkFormat[/url] enum."
+msgstr ""
+"每通道 4 位的红、绿通道数据格式,紧缩在 8 个比特位中。取值均在 [code][0.0, "
+"1.0][/code] 的范围内。\n"
+"[b]注意:[/b]所有数据格式的更多信息可以在 Vulkan 规格说明的 [url=https://"
+"registry.khronos.org/vulkan/specs/1.1/html/vkspec."
+"html#_identification_of_formats]Identification of formats[/url] 章节和 "
+"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/"
+"VkFormat.html]VkFormat[/url] 枚举中找到。"
+
+msgid ""
+"4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 4 位的红、绿、蓝、Alpha 通道数据格式,紧缩在 16 个比特位中。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 4 位的蓝、绿、红、Alpha 通道数据格式,紧缩在 16 个比特位中。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"Red/green/blue channel data format with 5 bits of red, 6 bits of green and 5 "
+"bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] "
+"range."
+msgstr ""
+"红、绿、蓝通道数据格式,红占 5 位、绿占 6 位、蓝占 5 位,紧缩在 16 个比特位"
+"中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"Blue/green/red channel data format with 5 bits of blue, 6 bits of green and "
+"5 bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/"
+"code] range."
+msgstr ""
+"蓝、绿、红通道数据格式,蓝占 5 位、绿占 6 位、红占 5 位,紧缩在 16 个比特位"
+"中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of "
+"green, 5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in "
+"the [code][0.0, 1.0][/code] range."
+msgstr ""
+"红、绿、蓝、Alpha 通道数据格式,红占 5 位、绿占 6 位、蓝占 5 位、Alpha 占 1 "
+"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"Blue/green/red/alpha channel data format with 5 bits of blue, 6 bits of "
+"green, 5 bits of red and 1 bit of alpha, packed into 16 bits. Values are in "
+"the [code][0.0, 1.0][/code] range."
+msgstr ""
+"蓝、绿、红、Alpha 通道数据格式,蓝占 5 位、绿占 6 位、红占 5 位、Alpha 占 1 "
+"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"Alpha/red/green/blue channel data format with 1 bit of alpha, 5 bits of red, "
+"6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the "
+"[code][0.0, 1.0][/code] range."
+msgstr ""
+"Alpha、红、绿、蓝通道数据格式,Alpha 占 1 位、红占 5 位、绿占 6 位、蓝占 5 "
+"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]"
+"[0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point red channel data format with "
+"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]"
+"[-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red channel data format with "
+"scaled value (value is converted from integer to float). Values are in the "
+"[code][0.0, 255.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点"
+"数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point red channel data format with scaled "
+"value (value is converted from integer to float). Values are in the [code]"
+"[-127.0, 127.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点"
+"数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned integer red channel data format. Values are in "
+"the [code][0, 255][/code] range."
+msgstr ""
+"每通道 8 位的无符号整数红通道数据格式。取值均在 [code][0, 255][/code] 的范围"
+"内。"
+
+msgid ""
+"8-bit-per-channel signed integer red channel data format. Values are in the "
+"[code][-127, 127][/code] range."
+msgstr ""
+"每通道 8 位的带符号整数红通道数据格式。取值均在 [code][-127, 127][/code] 的范"
+"围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red channel data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红通道数据格式,使用归一化的值、非线性 sRGB 编码。取"
+"值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]"
+"[0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point red/green channel data format with "
+"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]"
+"[-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green channel data format with "
+"scaled value (value is converted from integer to float). Values are in the "
+"[code][0.0, 255.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮"
+"点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point red/green channel data format with "
+"scaled value (value is converted from integer to float). Values are in the "
+"[code][-127.0, 127.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮"
+"点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned integer red/green channel data format. Values are "
+"in the [code][0, 255][/code] range."
+msgstr ""
+"每通道 8 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 255][/code] 的"
+"范围内。"
+
+msgid ""
+"8-bit-per-channel signed integer red/green channel data format. Values are "
+"in the [code][-127, 127][/code] range."
+msgstr ""
+"每通道 8 位的带符号整数红、绿通道数据格式。取值均在 [code][-127, 127][/code] "
+"的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green channel data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿通道数据格式,使用归一化的值、非线性 sRGB 编"
+"码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green/blue channel data format "
+"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point red/green/blue channel data format "
+"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 "
+"[code][-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green/blue channel data format "
+"with scaled value (value is converted from integer to float). Values are in "
+"the [code][0.0, 255.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换"
+"为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point red/green/blue channel data format "
+"with scaled value (value is converted from integer to float). Values are in "
+"the [code][-127.0, 127.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换"
+"为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned integer red/green/blue channel data format. "
+"Values are in the [code][0, 255][/code] range."
+msgstr ""
+"每通道 8 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 255][/"
+"code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed integer red/green/blue channel data format. Values "
+"are in the [code][-127, 127][/code] range."
+msgstr ""
+"每通道 8 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][-127, 127][/"
+"code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green/blue/blue channel data "
+"format with normalized value and non-linear sRGB encoding. Values are in the "
+"[code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB "
+"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
+"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point blue/green/red channel data format "
+"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 "
+"[code][-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
+"with scaled value (value is converted from integer to float). Values are in "
+"the [code][0.0, 255.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用缩放后的值(值从整数转换"
+"为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point blue/green/red channel data format "
+"with scaled value (value is converted from integer to float). Values are in "
+"the [code][-127.0, 127.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数蓝、绿、红通道数据格式,使用缩放后的值(值从整数转换"
+"为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned integer blue/green/red channel data format. "
+"Values are in the [code][0, 255][/code] range."
+msgstr ""
+"每通道 8 位的无符号整数蓝、绿、红通道数据格式。取值均在 [code][0, 255][/"
+"code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed integer blue/green/red channel data format. Values "
+"are in the [code][-127, 127][/code] range."
+msgstr ""
+"每通道 8 位的带符号整数蓝、绿、红通道数据格式。取值均在 [code][-127, 127][/"
+"code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point blue/green/red data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值、非线性 sRGB "
+"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
+"format with normalized value. Values are in the [code][0.0, 1.0][/code] "
+"range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值"
+"均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point red/green/blue/alpha channel data "
+"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
+"range."
+msgstr ""
+"每通道 8 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值"
+"均在 [code][-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
+"format with scaled value (value is converted from integer to float). Values "
+"are in the [code][0.0, 255.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从"
+"整数转换为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point red/green/blue/alpha channel data "
+"format with scaled value (value is converted from integer to float). Values "
+"are in the [code][-127.0, 127.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从"
+"整数转换为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
+"Values are in the [code][0, 255][/code] range."
+msgstr ""
+"每通道 8 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, "
+"255][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed integer red/green/blue/alpha channel data format. "
+"Values are in the [code][-127, 127][/code] range."
+msgstr ""
+"每通道 8 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][-127, "
+"127][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
+"format with normalized value and non-linear sRGB encoding. Values are in the "
+"[code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线"
+"性 sRGB 编码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
+"format with normalized value. Values are in the [code][0.0, 1.0][/code] "
+"range."
+msgstr ""
+"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值。取值"
+"均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point blue/green/red/alpha channel data "
+"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
+"range."
+msgstr ""
+"每通道 8 位的带符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值。取值"
+"均在 [code][-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
+"format with scaled value (value is converted from integer to float). Values "
+"are in the [code][0.0, 255.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用缩放后的值(值从"
+"整数转换为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point blue/green/red/alpha channel data "
+"format with scaled value (value is converted from integer to float). Values "
+"are in the [code][-127.0, 127.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数蓝、绿、红、Alpha 通道数据格式,使用缩放后的值(值从"
+"整数转换为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. "
+"Values are in the [code][0, 255][/code] range."
+msgstr ""
+"每通道 8 位的无符号整数蓝、绿、红、Alpha 通道数据格式。取值均在 [code][0, "
+"255][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed integer blue/green/red/alpha channel data format. "
+"Values are in the [code][-127, 127][/code] range."
+msgstr ""
+"每通道 8 位的带符号整数蓝、绿、红、Alpha 通道数据格式。取值均在 [code][-127, "
+"127][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
+"format with normalized value and non-linear sRGB encoding. Values are in the "
+"[code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值、非线"
+"性 sRGB 编码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
+"format with normalized value, packed in 32 bits. Values are in the [code]"
+"[0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩"
+"在 32 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point alpha/red/green/blue channel data "
+"format with normalized value, packed in 32 bits. Values are in the [code]"
+"[-1.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩"
+"在 32 个比特位中。取值均在 [code][-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
+"format with scaled value (value is converted from integer to float), packed "
+"in 32 bits. Values are in the [code][0.0, 255.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用缩放后的值(值从"
+"整数转换为浮点数),紧缩在 32 个比特位中。取值均在 [code][0.0, 255.0][/code] "
+"的范围内。"
+
+msgid ""
+"8-bit-per-channel signed floating-point alpha/red/green/blue channel data "
+"format with scaled value (value is converted from integer to float), packed "
+"in 32 bits. Values are in the [code][-127.0, 127.0][/code] range."
+msgstr ""
+"每通道 8 位的带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用缩放后的值(值从"
+"整数转换为浮点数),紧缩在 32 个比特位中。取值均在 [code][-127.0, 127.0][/"
+"code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned integer alpha/red/green/blue channel data format, "
+"packed in 32 bits. Values are in the [code][0, 255][/code] range."
+msgstr ""
+"每通道 8 位的无符号整数 Alpha、红、绿、蓝通道数据格式,紧缩在 32 个比特位中。"
+"取值均在 [code][0, 255][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel signed integer alpha/red/green/blue channel data format, "
+"packed in 32 bits. Values are in the [code][-127, 127][/code] range."
+msgstr ""
+"每通道 8 位的带符号整数 Alpha、红、绿、蓝通道数据格式,紧缩在 32 个比特位中。"
+"取值均在 [code][-127, 127][/code] 的范围内。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
+"format with normalized value and non-linear sRGB encoding, packed in 32 "
+"bits. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值、非线"
+"性 sRGB 编码,紧缩在 32 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围"
+"内。"
+
+msgid ""
+"Unsigned floating-point alpha/red/green/blue channel data format with "
+"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 "
+"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]"
+"[0.0, 1.0][/code] range."
+msgstr ""
+"无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特"
+"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code][0.0, "
+"1.0][/code] 的范围内。"
+
+msgid ""
+"Signed floating-point alpha/red/green/blue channel data format with "
+"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 "
+"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]"
+"[-1.0, 1.0][/code] range."
+msgstr ""
+"带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特"
+"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code]"
+"[-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"Unsigned floating-point alpha/red/green/blue channel data format with "
+"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 "
+"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]"
+"[0.0, 1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] "
+"for alpha."
+msgstr ""
+"无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特"
+"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 "
+"[code][0.0, 1023.0][/code] 的范围内,Alpha 的取值在 [code][0.0, 3.0][/code] "
+"的范围内。"
+
+msgid ""
+"Signed floating-point alpha/red/green/blue channel data format with "
+"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 "
+"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]"
+"[-511.0, 511.0][/code] range for red/green/blue and [code][-1.0, 1.0][/code] "
+"for alpha."
+msgstr ""
+"带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特"
+"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 "
+"[code][-511.0, 511.0][/code] 的范围内,Alpha 的取值在 [code][-1.0, 1.0][/"
+"code] 的范围内。"
+
+msgid ""
+"Unsigned integer alpha/red/green/blue channel data format with normalized "
+"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, "
+"10 bits of green and 10 bits of blue. Values are in the [code][0, 1023][/"
+"code] range for red/green/blue and [code][0, 3][/code] for alpha."
+msgstr ""
+"无符号整数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位"
+"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 "
+"[code][0, 1023][/code] 的范围内,Alpha 的取值在 [code][0, 3][/code] 的范围"
+"内。"
+
+msgid ""
+"Signed integer alpha/red/green/blue channel data format with normalized "
+"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, "
+"10 bits of green and 10 bits of blue. Values are in the [code][-511, 511][/"
+"code] range for red/green/blue and [code][-1, 1][/code] for alpha."
+msgstr ""
+"带符号整数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位"
+"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 "
+"[code][-511, 511][/code] 的范围内,Alpha 的取值在 [code][-1, 1][/code] 的范围"
+"内。"
+
+msgid ""
+"Unsigned floating-point alpha/blue/green/red channel data format with "
+"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 "
+"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]"
+"[0.0, 1.0][/code] range."
+msgstr ""
+"无符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特"
+"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code][0.0, "
+"1.0][/code] 的范围内。"
+
+msgid ""
+"Signed floating-point alpha/blue/green/red channel data format with "
+"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 "
+"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]"
+"[-1.0, 1.0][/code] range."
+msgstr ""
+"带符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特"
+"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code]"
+"[-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"Unsigned floating-point alpha/blue/green/red channel data format with "
+"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 "
+"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]"
+"[0.0, 1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] "
+"for alpha."
+msgstr ""
+"无符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特"
+"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 "
+"[code][0.0, 1023.0][/code] 的范围内,Alpha 的取值在 [code][0.0, 3.0][/code] "
+"的范围内。"
+
+msgid ""
+"Signed floating-point alpha/blue/green/red channel data format with "
+"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 "
+"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]"
+"[-511.0, 511.0][/code] range for blue/green/red and [code][-1.0, 1.0][/code] "
+"for alpha."
+msgstr ""
+"带符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特"
+"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 "
+"[code][-511.0, 511.0][/code] 的范围内,Alpha 的取值在 [code][-1.0, 1.0][/"
+"code] 的范围内。"
+
+msgid ""
+"Unsigned integer alpha/blue/green/red channel data format with normalized "
+"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, "
+"10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/"
+"code] range for blue/green/red and [code][0, 3][/code] for alpha."
+msgstr ""
+"无符号整数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位"
+"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 "
+"[code][0, 1023][/code] 的范围内,Alpha 的取值在 [code][0, 3][/code] 的范围"
+"内。"
+
+msgid ""
+"Signed integer alpha/blue/green/red channel data format with normalized "
+"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, "
+"10 bits of green and 10 bits of red. Values are in the [code][-511, 511][/"
+"code] range for blue/green/red and [code][-1, 1][/code] for alpha."
+msgstr ""
+"带符号整数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位"
+"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 "
+"[code][-511, 511][/code] 的范围内,Alpha 的取值在 [code][-1, 1][/code] 的范围"
+"内。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point red channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 16 位的无符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]"
+"[0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red channel data format with "
+"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
+msgstr ""
+"每通道 16 位的带符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]"
+"[-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point red channel data format with "
+"scaled value (value is converted from integer to float). Values are in the "
+"[code][0.0, 65535.0][/code] range."
+msgstr ""
+"每通道 16 位的无符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点"
+"数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red channel data format with scaled "
+"value (value is converted from integer to float). Values are in the [code]"
+"[-32767.0, 32767.0][/code] range."
+msgstr ""
+"每通道 16 位的带符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点"
+"数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned integer red channel data format. Values are in "
+"the [code][0.0, 65535][/code] range."
+msgstr ""
+"每通道 16 位的无符号整数红通道数据格式。取值均在 [code][0.0, 65535][/code] 的"
+"范围内。"
+
+msgid ""
+"16-bit-per-channel signed integer red channel data format. Values are in the "
+"[code][-32767, 32767][/code] range."
+msgstr ""
+"每通道 16 位的带符号整数红通道数据格式。取值均在 [code][-32767, 32767][/"
+"code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red channel data format with the "
+"value stored as-is."
+msgstr "每通道 16 位的带符号浮点数红通道数据格式,数值原样存储。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point red/green channel data format "
+"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 16 位的无符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]"
+"[0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green channel data format with "
+"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
+msgstr ""
+"每通道 16 位的带符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]"
+"[-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point red/green channel data format "
+"with scaled value (value is converted from integer to float). Values are in "
+"the [code][0.0, 65535.0][/code] range."
+msgstr ""
+"每通道 16 位的无符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为"
+"浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green channel data format with "
+"scaled value (value is converted from integer to float). Values are in the "
+"[code][-32767.0, 32767.0][/code] range."
+msgstr ""
+"每通道 16 位的带符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为"
+"浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned integer red/green channel data format. Values "
+"are in the [code][0.0, 65535][/code] range."
+msgstr ""
+"每通道 16 位的无符号整数红、绿通道数据格式。取值均在 [code][0.0, 65535][/"
+"code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed integer red/green channel data format. Values are "
+"in the [code][-32767, 32767][/code] range."
+msgstr ""
+"每通道 16 位的带符号整数红、绿通道数据格式。取值均在 [code][-32767, 32767][/"
+"code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green channel data format with "
+"the value stored as-is."
+msgstr "每通道 16 位的带符号浮点数红、绿通道数据格式,数值原样存储。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point red/green/blue channel data "
+"format with normalized value. Values are in the [code][0.0, 1.0][/code] "
+"range."
+msgstr ""
+"每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green/blue channel data format "
+"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
+msgstr ""
+"每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 "
+"[code][-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point red/green/blue channel data "
+"format with scaled value (value is converted from integer to float). Values "
+"are in the [code][0.0, 65535.0][/code] range."
+msgstr ""
+"每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转"
+"换为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green/blue channel data format "
+"with scaled value (value is converted from integer to float). Values are in "
+"the [code][-32767.0, 32767.0][/code] range."
+msgstr ""
+"每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转"
+"换为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned integer red/green/blue channel data format. "
+"Values are in the [code][0.0, 65535][/code] range."
+msgstr ""
+"每通道 16 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0.0, 65535][/"
+"code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed integer red/green/blue channel data format. Values "
+"are in the [code][-32767, 32767][/code] range."
+msgstr ""
+"每通道 16 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][-32767, "
+"32767][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green/blue channel data format "
+"with the value stored as-is."
+msgstr "每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,数值原样存储。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
+"format with normalized value. Values are in the [code][0.0, 1.0][/code] "
+"range."
+msgstr ""
+"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取"
+"值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
+"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
+"range."
+msgstr ""
+"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取"
+"值均在 [code][-1.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
+"format with scaled value (value is converted from integer to float). Values "
+"are in the [code][0.0, 65535.0][/code] range."
+msgstr ""
+"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值"
+"从整数转换为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
+"format with scaled value (value is converted from integer to float). Values "
+"are in the [code][-32767.0, 32767.0][/code] range."
+msgstr ""
+"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值"
+"从整数转换为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned integer red/green/blue/alpha channel data "
+"format. Values are in the [code][0.0, 65535][/code] range."
+msgstr ""
+"每通道 16 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0.0, "
+"65535][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed integer red/green/blue/alpha channel data format. "
+"Values are in the [code][-32767, 32767][/code] range."
+msgstr ""
+"每通道 16 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code]"
+"[-32767, 32767][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
+"format with the value stored as-is."
+msgstr ""
+"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,数值原样存储。"
+
+msgid ""
+"32-bit-per-channel unsigned integer red channel data format. Values are in "
+"the [code][0, 2^32 - 1][/code] range."
+msgstr ""
+"每通道 32 位的无符号整数红通道数据格式。取值均在 [code][0, 2^32 - 1][/code] "
+"的范围内。"
+
+msgid ""
+"32-bit-per-channel signed integer red channel data format. Values are in the "
+"[code][2^31 + 1, 2^31 - 1][/code] range."
+msgstr ""
+"每通道 32 位的带符号整数红通道数据格式。取值均在 [code][2^31 + 1, 2^31 - 1][/"
+"code] 的范围内。"
+
+msgid ""
+"32-bit-per-channel signed floating-point red channel data format with the "
+"value stored as-is."
+msgstr "每通道 32 位的带符号整数红通道数据格式,数值原样存储。"
+
+msgid ""
+"32-bit-per-channel unsigned integer red/green channel data format. Values "
+"are in the [code][0, 2^32 - 1][/code] range."
+msgstr ""
+"每通道 32 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 2^32 - 1][/"
+"code] 的范围内。"
+
+msgid ""
+"32-bit-per-channel signed integer red/green channel data format. Values are "
+"in the [code][2^31 + 1, 2^31 - 1][/code] range."
+msgstr ""
+"每通道 32 位的带符号整数红、绿通道数据格式。取值均在 [code][2^31 + 1, 2^31 - "
+"1][/code] 的范围内。"
+
+msgid ""
+"32-bit-per-channel signed floating-point red/green channel data format with "
+"the value stored as-is."
+msgstr "每通道 32 位的带符号整数红、绿通道数据格式,数值原样存储。"
+
+msgid ""
+"32-bit-per-channel unsigned integer red/green/blue channel data format. "
+"Values are in the [code][0, 2^32 - 1][/code] range."
+msgstr ""
+"每通道 32 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^32 - 1]"
+"[/code] 的范围内。"
+
+msgid ""
+"32-bit-per-channel signed integer red/green/blue channel data format. Values "
+"are in the [code][2^31 + 1, 2^31 - 1][/code] range."
+msgstr ""
+"每通道 32 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][2^31 + 1, "
+"2^31 - 1][/code] 的范围内。"
+
+msgid ""
+"32-bit-per-channel signed floating-point red/green/blue channel data format "
+"with the value stored as-is."
+msgstr "每通道 32 位的带符号整数红、绿、蓝通道数据格式,数值原样存储。"
+
+msgid ""
+"32-bit-per-channel unsigned integer red/green/blue/alpha channel data "
+"format. Values are in the [code][0, 2^32 - 1][/code] range."
+msgstr ""
+"每通道 32 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, "
+"2^32 - 1][/code] 的范围内。"
+
+msgid ""
+"32-bit-per-channel signed integer red/green/blue/alpha channel data format. "
+"Values are in the [code][2^31 + 1, 2^31 - 1][/code] range."
+msgstr ""
+"每通道 32 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][2^31 "
+"+ 1, 2^31 - 1][/code] 的范围内。"
+
+msgid ""
+"32-bit-per-channel signed floating-point red/green/blue/alpha channel data "
+"format with the value stored as-is."
+msgstr "每通道 32 位的带符号整数红、绿、蓝、Alpha 通道数据格式,数值原样存储。"
+
+msgid ""
+"64-bit-per-channel unsigned integer red channel data format. Values are in "
+"the [code][0, 2^64 - 1][/code] range."
+msgstr ""
+"每通道 64 位的无符号整数红通道数据格式。取值均在 [code][0, 2^64 - 1][/code] "
+"的范围内。"
+
+msgid ""
+"64-bit-per-channel signed integer red channel data format. Values are in the "
+"[code][2^63 + 1, 2^63 - 1][/code] range."
+msgstr ""
+"每通道 64 位的带符号整数红通道数据格式。取值均在 [code][2^63 + 1, 2^63 - 1][/"
+"code] 的范围内。"
+
+msgid ""
+"64-bit-per-channel signed floating-point red channel data format with the "
+"value stored as-is."
+msgstr "每通道 64 位的带符号整数红通道数据格式,数值原样存储。"
+
+msgid ""
+"64-bit-per-channel unsigned integer red/green channel data format. Values "
+"are in the [code][0, 2^64 - 1][/code] range."
+msgstr ""
+"每通道 64 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 2^64 - 1][/"
+"code] 的范围内。"
+
+msgid ""
+"64-bit-per-channel signed integer red/green channel data format. Values are "
+"in the [code][2^63 + 1, 2^63 - 1][/code] range."
+msgstr ""
+"每通道 64 位的带符号整数红、绿通道数据格式。取值均在 [code][2^63 + 1, 2^63 - "
+"1][/code] 的范围内。"
+
+msgid ""
+"64-bit-per-channel signed floating-point red/green channel data format with "
+"the value stored as-is."
+msgstr "每通道 64 位的带符号整数红、绿通道数据格式,数值原样存储。"
+
+msgid ""
+"64-bit-per-channel unsigned integer red/green/blue channel data format. "
+"Values are in the [code][0, 2^64 - 1][/code] range."
+msgstr ""
+"每通道 64 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^64 - 1]"
+"[/code] 的范围内。"
+
+msgid ""
+"64-bit-per-channel signed integer red/green/blue channel data format. Values "
+"are in the [code][2^63 + 1, 2^63 - 1][/code] range."
+msgstr ""
+"每通道 64 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][2^63 + 1, "
+"2^63 - 1][/code] 的范围内。"
+
+msgid ""
+"64-bit-per-channel signed floating-point red/green/blue channel data format "
+"with the value stored as-is."
+msgstr "每通道 64 位的带符号整数红、绿、蓝通道数据格式,数值原样存储。"
+
+msgid ""
+"64-bit-per-channel unsigned integer red/green/blue/alpha channel data "
+"format. Values are in the [code][0, 2^64 - 1][/code] range."
+msgstr ""
+"每通道 64 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, "
+"2^64 - 1][/code] 的范围内。"
+
+msgid ""
+"64-bit-per-channel signed integer red/green/blue/alpha channel data format. "
+"Values are in the [code][2^63 + 1, 2^63 - 1][/code] range."
+msgstr ""
+"每通道 64 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][2^63 "
+"+ 1, 2^63 - 1][/code] 的范围内。"
+
+msgid ""
+"64-bit-per-channel signed floating-point red/green/blue/alpha channel data "
+"format with the value stored as-is."
+msgstr "每通道 64 位的带符号整数红、绿、蓝、Alpha 通道数据格式,数值原样存储。"
+
+msgid ""
+"Unsigned floating-point blue/green/red data format with the value stored as-"
+"is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 "
+"bits of green channel and 11 bits of red channel."
+msgstr ""
+"无符号浮点数蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该格式的"
+"精度为蓝通道 10 位、绿通道 11 位、红通道 11 位。"
+
+msgid ""
+"Unsigned floating-point exposure/blue/green/red data format with the value "
+"stored as-is, packed in 32 bits. The format's precision is 5 bits of "
+"exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red "
+"channel."
+msgstr ""
+"无符号浮点数曝光、蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该"
+"格式的精度为曝光 5 位、蓝通道 9 位、绿通道 9 位、红通道 9 位。"
+
+msgid ""
+"16-bit unsigned floating-point depth data format with normalized value. "
+"Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"16 位无符号浮点数深度数据格式,使用归一化的值。取值均在 [code][0.0, 1.0][/"
+"code] 的范围内。"
+
+msgid ""
+"24-bit unsigned floating-point depth data format with normalized value, plus "
+"8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, "
+"1.0][/code] range."
+msgstr ""
+"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位未使用,紧缩在 32 个"
+"比特位中。深度取值在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"32-bit signed floating-point depth data format with the value stored as-is."
+msgstr "32 位无符号浮点数深度数据格式,数值原样存储。"
+
+msgid "8-bit unsigned integer stencil data format."
+msgstr "8 位无符号整数模板数据格式。"
+
+msgid ""
+"16-bit unsigned floating-point depth data format with normalized value, plus "
+"8 bits of stencil in unsigned integer format. Values for depth are in the "
+"[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/"
+"code] range."
+msgstr ""
+"16 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的"
+"模板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255]"
+"[/code] 的范围内。"
+
+msgid ""
+"24-bit unsigned floating-point depth data format with normalized value, plus "
+"8 bits of stencil in unsigned integer format. Values for depth are in the "
+"[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/"
+"code] range."
+msgstr ""
+"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的"
+"模板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255]"
+"[/code] 的范围内。"
+
+msgid ""
+"32-bit signed floating-point depth data format with the value stored as-is, "
+"plus 8 bits of stencil in unsigned integer format. Values for stencil are in "
+"the [code][0, 255][/code] range."
+msgstr ""
+"32 位无符号浮点数深度数据格式,数值原样存储,另有 8 位使用无符号整数格式的模"
+"板。模板取值在 [code][0, 255][/code] 的范围内。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue channel data format with normalized "
+"value. Values are in the [code][0.0, 1.0][/code] range. The format's "
+"precision is 5 bits of red channel, 6 bits of green channel and 5 bits of "
+"blue channel. Using BC1 texture compression (also known as S3TC DXT1)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值。取值均在 [code][0.0, "
+"1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通道 5 位。使"
+"用 BC1 纹理压缩(也叫 S3TC DXT1)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue channel data format with normalized "
+"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/"
+"code] range. The format's precision is 5 bits of red channel, 6 bits of "
+"green channel and 5 bits of blue channel. Using BC1 texture compression "
+"(also known as S3TC DXT1)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取"
+"值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 "
+"位、蓝通道 5 位。使用 BC1 纹理压缩(也叫 S3TC DXT1)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
+"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
+"of blue channel and 1 bit of alpha channel. Using BC1 texture compression "
+"(also known as S3TC DXT1)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝"
+"通道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC DXT1)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits "
+"of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using "
+"BC1 texture compression (also known as S3TC DXT1)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB "
+"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、"
+"绿通道 6 位、蓝通道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC "
+"DXT1)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
+"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
+"of blue channel and 4 bits of alpha channel. Using BC2 texture compression "
+"(also known as S3TC DXT3)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝"
+"通道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC DXT3)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits "
+"of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using "
+"BC2 texture compression (also known as S3TC DXT3)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB "
+"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、"
+"绿通道 6 位、蓝通道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC "
+"DXT3)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
+"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
+"of blue channel and 8 bits of alpha channel. Using BC3 texture compression "
+"(also known as S3TC DXT5)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝"
+"通道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC DXT5)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits "
+"of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using "
+"BC3 texture compression (also known as S3TC DXT5)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB "
+"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、"
+"绿通道 6 位、蓝通道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC "
+"DXT5)。"
+
+msgid ""
+"VRAM-compressed unsigned red channel data format with normalized value. "
+"Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 "
+"bits of red channel. Using BC4 texture compression."
+msgstr ""
+"显存压缩的无符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0][/"
+"code] 的范围内。该格式的精度为红通道 8 位。使用 BC4 纹理压缩。"
+
+msgid ""
+"VRAM-compressed signed red channel data format with normalized value. Values "
+"are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits "
+"of red channel. Using BC4 texture compression."
+msgstr ""
+"显存压缩的带符号红通道数据格式,使用归一化的值。取值均在 [code][-1.0, 1.0][/"
+"code] 的范围内。该格式的精度为红通道 8 位。使用 BC4 纹理压缩。"
+
+msgid ""
+"VRAM-compressed unsigned red/green channel data format with normalized "
+"value. Values are in the [code][0.0, 1.0][/code] range. The format's "
+"precision is 8 bits of red channel and 8 bits of green channel. Using BC5 "
+"texture compression (also known as S3TC RGTC)."
+msgstr ""
+"显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0]"
+"[/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压缩"
+"(也叫 S3TC RGTC)。"
+
+msgid ""
+"VRAM-compressed signed red/green channel data format with normalized value. "
+"Values are in the [code][-1.0, 1.0][/code] range. The format's precision is "
+"8 bits of red channel and 8 bits of green channel. Using BC5 texture "
+"compression (also known as S3TC RGTC)."
+msgstr ""
+"显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code][-1.0, "
+"1.0][/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压"
+"缩(也叫 S3TC RGTC)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue channel data format with the "
+"floating-point value stored as-is. The format's precision is 8 bits of red "
+"channel and 8 bits of green channel. Using BC6H texture compression (also "
+"known as BPTC HDR)."
+msgstr ""
+"显存压缩的无符号红、绿、蓝通道数据格式,浮点数值原样存储。该格式的精度为红通"
+"道 8 位、绿通道 8 位。使用 BC6H 纹理压缩(也叫 BPTC HDR)。"
+
+msgid ""
+"VRAM-compressed signed red/green/blue channel data format with the floating-"
+"point value stored as-is. The format's precision is between 4 and 7 bits for "
+"the red/green/blue channels and between 0 and 8 bits for the alpha channel. "
+"Using BC7 texture compression (also known as BPTC HDR)."
+msgstr ""
+"显存压缩的带符号红、绿、蓝通道数据格式,浮点数值原样存储。该格式的精度为红、"
+"绿、蓝通道在 4 到 7 位之间,Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩(也"
+"叫 BPTC HDR)。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
+"format's precision is between 4 and 7 bits for the red/green/blue channels "
+"and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红、绿、蓝通道在 4 到 7 位之"
+"间,Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩。也叫 BPTC HDR。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range. The format's precision is between 4 and 7 bits for the "
+"red/green/blue channels and between 0 and 8 bits for the alpha channel. Also "
+"known as BPTC LDR."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB "
+"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红、绿、蓝通道"
+"在 4 到 7 位之间,Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩。也叫 BPTC "
+"HDR。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue channel data format with normalized "
+"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
+"compression."
+msgstr ""
+"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值。取值均在 [code][0.0, "
+"1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue channel data format with normalized "
+"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/"
+"code] range. Using ETC2 texture compression."
+msgstr ""
+"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取"
+"值均在 [code][0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/"
+"blue use 8 bit of precision each, with alpha using 1 bit of precision. Using "
+"ETC2 texture compression."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,Alpha 使用 1 位"
+"精度。使用 ETC2 纹理压缩。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha "
+"using 1 bit of precision. Using ETC2 texture compression."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB "
+"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,"
+"Alpha 使用 1 位精度。使用 ETC2 纹理压缩。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/"
+"blue use 8 bits of precision each, with alpha using 8 bits of precision. "
+"Using ETC2 texture compression."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,Alpha 使用 8 位"
+"精度。使用 ETC2 纹理压缩。"
+
+msgid ""
+"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
+"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
+"1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha "
+"using 8 bits of precision. Using ETC2 texture compression."
+msgstr ""
+"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB "
+"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,"
+"Alpha 使用 8 位精度。使用 ETC2 纹理压缩。"
+
+msgid ""
+"11-bit VRAM-compressed unsigned red channel data format with normalized "
+"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
+"compression."
+msgstr ""
+"11 位显存压缩的无符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, "
+"1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
+
+msgid ""
+"11-bit VRAM-compressed signed red channel data format with normalized value. "
+"Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
+"compression."
+msgstr ""
+"11 位显存压缩的带符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, "
+"1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
+
+msgid ""
+"11-bit VRAM-compressed unsigned red/green channel data format with "
+"normalized value. Values are in the [code][0.0, 1.0][/code] range. Using "
+"ETC2 texture compression."
+msgstr ""
+"11 位显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code]"
+"[0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
+
+msgid ""
+"11-bit VRAM-compressed signed red/green channel data format with normalized "
+"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
+"compression."
+msgstr ""
+"11 位显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code]"
+"[0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/"
+"code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 4x4 的区块内(质量最"
+"高)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values "
+"are in the [code][0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 4x4 "
+"的区块内(质量最高)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压"
+"缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
+"ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x4 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 5x4 "
+"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
+"ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x5 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 5x5 "
+"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
+"ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x5 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 6x5 "
+"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
+"ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x6 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 6x6 "
+"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
+"ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x5 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x5 "
+"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
+"ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x6 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x6 "
+"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
+"ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x8 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x8 "
+"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. "
+"Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x5 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 "
+"10x5 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. "
+"Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x6 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 "
+"10x6 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. "
+"Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x8 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code]"
+"[0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 "
+"10x8 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 10×10 blocks. Values are in the [code][0.0, 1.0][/code] range. "
+"Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x10 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 10×10 blocks. Values are in the "
+"[code][0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 "
+"10x10 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 12×10 blocks. Values are in the [code][0.0, 1.0][/code] range. "
+"Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 12x10 的区块内。取值均"
+"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 12×10 blocks. Values are in the "
+"[code][0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 "
+"12x10 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value, "
+"packed in 12 blocks (lowest quality). Values are in the [code][0.0, 1.0][/"
+"code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 12 个区块内(质量最"
+"低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
+
+msgid ""
+"VRAM-compressed unsigned floating-point data format with normalized value "
+"and non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values "
+"are in the [code][0.0, 1.0][/code] range. Using ASTC compression."
+msgstr ""
+"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 12 "
+"个区块内(质量最低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压"
+"缩。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point green/blue/red channel data format "
+"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
+"and red channel data is stored at halved horizontal resolution (i.e. 2 "
+"horizontally adjacent pixels will share the same value for the blue/red "
+"channel)."
+msgstr ""
+"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向"
+"相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
+"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
+"and red channel data is stored at halved horizontal resolution (i.e. 2 "
+"horizontally adjacent pixels will share the same value for the blue/red "
+"channel)."
+msgstr ""
+"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向"
+"相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, stored across 3 separate planes (green + blue + red). "
+"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data "
+"is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent "
+"pixels will share the same value for the blue/red channel)."
+msgstr ""
+"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在三个独"
+"立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红"
+"通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, stored across 2 separate planes (green + blue/red). Values "
+"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is "
+"stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent "
+"pixels will share the same value for the blue/red channel)."
+msgstr ""
+"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独"
+"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红"
+"通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, stored across 2 separate planes (green + blue + red). "
+"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data "
+"is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
+"pixels will share the same value for the blue/red channel)."
+msgstr ""
+"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独"
+"立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红"
+"通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, stored across 2 separate planes (green + blue/red). Values "
+"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is "
+"stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels "
+"will share the same value for the blue/red channel)."
+msgstr ""
+"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独"
+"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红"
+"通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, stored across 3 separate planes. Values are in the [code]"
+"[0.0, 1.0][/code] range."
+msgstr ""
+"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在三个独"
+"立平面存储。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point red channel data with normalized "
+"value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, "
+"1.0][/code] range."
+msgstr ""
+"每通道 10 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩"
+"在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point red/green channel data with "
+"normalized value, plus 6 unused bits after each channel, packed in 2×16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 10 位的无符号浮点数红、绿通道数据,使用归一化的值,每个通道均另有 6 位"
+"未使用,紧缩在 2x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
+"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 10 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通"
+"道均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/"
+"code] 的范围内。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point green/blue/green/red channel data "
+"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
+"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
+"pixels will share the same value for the blue/red channel). The green "
+"channel is listed twice, but contains different values to allow it to be "
+"represented at full resolution."
+msgstr ""
+"每通道 10 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均"
+"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的"
+"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红"
+"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point blue/green/red/green channel data "
+"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
+"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
+"pixels will share the same value for the blue/red channel). The green "
+"channel is listed twice, but contains different values to allow it to be "
+"represented at full resolution."
+msgstr ""
+"每通道 10 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均"
+"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的"
+"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红"
+"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 2 separate planes (green + blue + red). Values are in the "
+"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
+"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
+"same value for the blue/red channel)."
+msgstr ""
+"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。"
+"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储"
+"(即 2x2 相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 2 separate planes (green + blue/red). Values are in the "
+"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
+"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
+"same value for the blue/red channel)."
+msgstr ""
+"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝、红)。取"
+"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 "
+"2x2 相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 3 separate planes (green + blue + red). Values are in the "
+"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
+"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
+"same value for the blue/red channel)."
+msgstr ""
+"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。"
+"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即"
+"两个横向相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 3 separate planes (green + blue/red). Values are in the "
+"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
+"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
+"same value for the blue/red channel)."
+msgstr ""
+"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝、红)。取"
+"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两"
+"个横向相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 3 separate planes (green + blue + red). Values are in the "
+"[code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。"
+"取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point red channel data with normalized "
+"value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, "
+"1.0][/code] range."
+msgstr ""
+"每通道 12 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩"
+"在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point red/green channel data with "
+"normalized value, plus 6 unused bits after each channel, packed in 2×16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 12 位的无符号浮点数红、绿通道数据,使用归一化的值,每个通道均另有 6 位"
+"未使用,紧缩在 2x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
+"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 12 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通"
+"道均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/"
+"code] 的范围内。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point green/blue/green/red channel data "
+"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
+"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
+"pixels will share the same value for the blue/red channel). The green "
+"channel is listed twice, but contains different values to allow it to be "
+"represented at full resolution."
+msgstr ""
+"每通道 12 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均"
+"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的"
+"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红"
+"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point blue/green/red/green channel data "
+"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
+"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
+"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
+"pixels will share the same value for the blue/red channel). The green "
+"channel is listed twice, but contains different values to allow it to be "
+"represented at full resolution."
+msgstr ""
+"每通道 12 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均"
+"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的"
+"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红"
+"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 2 separate planes (green + blue + red). Values are in the "
+"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
+"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
+"same value for the blue/red channel)."
+msgstr ""
+"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。"
+"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储"
+"(即 2x2 相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 2 separate planes (green + blue/red). Values are in the "
+"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
+"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
+"same value for the blue/red channel)."
+msgstr ""
+"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝、红)。取"
+"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 "
+"2x2 相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 3 separate planes (green + blue + red). Values are in the "
+"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
+"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
+"same value for the blue/red channel)."
+msgstr ""
+"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。"
+"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即"
+"两个横向相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 3 separate planes (green + blue/red). Values are in the "
+"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
+"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
+"same value for the blue/red channel)."
+msgstr ""
+"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝、红)。取"
+"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两"
+"个横向相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
+"and stored across 3 separate planes (green + blue + red). Values are in the "
+"[code][0.0, 1.0][/code] range."
+msgstr ""
+"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。"
+"取值均在 [code][0.0, 1.0][/code] 的范围内。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point green/blue/red channel data "
+"format with normalized value. Values are in the [code][0.0, 1.0][/code] "
+"range. Blue and red channel data is stored at halved horizontal resolution "
+"(i.e. 2 horizontally adjacent pixels will share the same value for the blue/"
+"red channel)."
+msgstr ""
+"每通道 16 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向"
+"相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point blue/green/red channel data "
+"format with normalized value. Values are in the [code][0.0, 1.0][/code] "
+"range. Blue and red channel data is stored at halved horizontal resolution "
+"(i.e. 2 horizontally adjacent pixels will share the same value for the blue/"
+"red channel)."
+msgstr ""
+"每通道 16 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 "
+"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向"
+"相邻的像素共享同一个蓝、红通道数值)。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Stored across 2 "
+"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
+"code] range. Blue and red channel data is stored at halved horizontal and "
+"vertical resolution (i.e. 2×2 adjacent pixels will share the same value for "
+"the blue/red channel)."
+msgstr ""
+"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用。分别在两个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]"
+"[/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个"
+"蓝、红通道数值)。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Stored across 2 "
+"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/"
+"code] range. Blue and red channel data is stored at halved horizontal and "
+"vertical resolution (i.e. 2×2 adjacent pixels will share the same value for "
+"the blue/red channel)."
+msgstr ""
+"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用。分别在两个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0]"
+"[/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个"
+"蓝、红通道数值)。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Stored across 3 "
+"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
+"code] range. Blue and red channel data is stored at halved horizontal "
+"resolution (i.e. 2 horizontally adjacent pixels will share the same value "
+"for the blue/red channel)."
+msgstr ""
+"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用。分别在三个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]"
+"[/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同"
+"一个蓝、红通道数值)。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Stored across 3 "
+"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/"
+"code] range. Blue and red channel data is stored at halved horizontal "
+"resolution (i.e. 2 horizontally adjacent pixels will share the same value "
+"for the blue/red channel)."
+msgstr ""
+"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用。分别在三个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0]"
+"[/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同"
+"一个蓝、红通道数值)。"
+
+msgid ""
+"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
+"normalized value, plus 6 unused bits after each channel. Stored across 3 "
+"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
+"code] range."
+msgstr ""
+"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
+"6 位未使用。分别在三个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]"
+"[/code] 的范围内。"
+
+msgid "Represents the size of the [enum DataFormat] enum."
+msgstr "代表 [enum DataFormat] 枚举的大小。"
+
msgid "1-dimensional texture."
msgstr "一维纹理。"
@@ -88448,9 +91215,71 @@ msgstr "[Cubemap] 纹理数组。"
msgid "Represents the size of the [enum TextureType] enum."
msgstr "代表 [enum TextureType] 枚举的大小。"
+msgid ""
+"Perform 1 texture sample (this is the fastest but lowest-quality for "
+"antialiasing)."
+msgstr "执行 1 次纹理采样(最快,但抗锯齿质量最低)。"
+
+msgid "Perform 2 texture samples."
+msgstr "执行 2 次纹理采样。"
+
+msgid "Perform 4 texture samples."
+msgstr "执行 4 次纹理采样。"
+
+msgid ""
+"Perform 8 texture samples. Not supported on mobile GPUs (including Apple "
+"Silicon)."
+msgstr "执行 8 次纹理采样。移动 GPU 不支持(包括 Apple Silicon)。"
+
+msgid ""
+"Perform 16 texture samples. Not supported on mobile GPUs and many desktop "
+"GPUs."
+msgstr "执行 16 次纹理采样。移动 GPU 及许多桌面 GPU 均不支持。"
+
+msgid "Perform 32 texture samples. Not supported on most GPUs."
+msgstr "执行 32 次纹理采样。大多数 GPU 均不支持。"
+
+msgid ""
+"Perform 64 texture samples (this is the slowest but highest-quality for "
+"antialiasing). Not supported on most GPUs."
+msgstr "执行 64 次纹理采样(最慢,但抗锯齿质量最高)。大多数 GPU 均不支持。"
+
msgid "Represents the size of the [enum TextureSamples] enum."
msgstr "代表 [enum TextureSamples] 枚举的大小。"
+msgid "Return the sampled value as-is."
+msgstr "原样返回采样数值。"
+
+msgid "Always return [code]0.0[/code] when sampling."
+msgstr "采样时使用返回 [code]0.0[/code]。"
+
+msgid "Always return [code]1.0[/code] when sampling."
+msgstr "采样时使用返回 [code]1.0[/code]。"
+
+msgid "Sample the red color channel."
+msgstr "对红色通道进行采样。"
+
+msgid "Sample the green color channel."
+msgstr "对绿色通道进行采样。"
+
+msgid "Sample the blue color channel."
+msgstr "对蓝色通道进行采样。"
+
+msgid "Sample the alpha channel."
+msgstr "对 Alpha 通道进行采样。"
+
+msgid "Represents the size of the [enum TextureSwizzle] enum."
+msgstr "代表 [enum TextureSwizzle] 枚举的大小。"
+
+msgid "2-dimensional texture slice."
+msgstr "二维纹理切片。"
+
+msgid "Cubemap texture slice."
+msgstr "立方体贴图纹理切片。"
+
+msgid "3-dimensional texture slice."
+msgstr "三维纹理切片。"
+
msgid ""
"Nearest-neighbor sampler filtering. Sampling at higher resolutions than the "
"source will result in a pixelated look."
@@ -88461,14 +91290,250 @@ msgid ""
"will result in a blurry look."
msgstr "双线性采样器过滤。按照比源更高分辨率采样时,会产生模糊的效果。"
+msgid "Represents the size of the [enum SamplerRepeatMode] enum."
+msgstr "代表 [enum SamplerRepeatMode] 枚举的大小。"
+
+msgid "Represents the size of the [enum SamplerBorderColor] enum."
+msgstr "代表 [enum SamplerBorderColor] 枚举的大小。"
+
+msgid "Represents the size of the [enum UniformType] enum."
+msgstr "表示 [enum UniformType] 枚举的大小。"
+
msgid ""
"Point rendering primitive (with constant size, regardless of distance from "
"camera)."
msgstr "渲染点的图元(大小为常量,和与相机之间的距离无关)。"
+msgid "Represents the size of the [enum RenderPrimitive] enum."
+msgstr "代表 [enum RenderPrimitive] 枚举的大小。"
+
+msgid "Represents the size of the [enum StencilOperation] enum."
+msgstr "代表 [enum StencilOperation] 枚举的大小。"
+
+msgid "\"Never\" comparison (opposite of [constant COMPARE_OP_ALWAYS])."
+msgstr "“永不”比较(与 [constant COMPARE_OP_ALWAYS] 相对)。"
+
+msgid "\"Less than\" comparison."
+msgstr "“小于”比较。"
+
+msgid "\"Equal\" comparison."
+msgstr "“等于”比较。"
+
+msgid "\"Less than or equal\" comparison."
+msgstr "“小于等于”比较。"
+
+msgid "\"Greater than\" comparison."
+msgstr "“大于”比较。"
+
+msgid "\"Not equal\" comparison."
+msgstr "“不等于”比较。"
+
+msgid "\"Greater than or equal\" comparison."
+msgstr "“大于等于”比较。"
+
+msgid "\"Always\" comparison (opposite of [constant COMPARE_OP_NEVER])."
+msgstr "“始终”比较(与 [constant COMPARE_OP_NEVER] 相对)。"
+
+msgid "Represents the size of the [enum CompareOperator] enum."
+msgstr "代表 [enum CompareOperator] 枚举的大小。"
+
+msgid ""
+"Clear logic operation (result is always [code]0[/code]). See also [constant "
+"LOGIC_OP_SET]."
+msgstr ""
+"逻辑清除运算(结果始终为 [code]0[/code])。另见 [constant LOGIC_OP_SET]。"
+
+msgid "AND logic operation."
+msgstr "逻辑与(AND)运算。"
+
+msgid ""
+"AND logic operation with the [i]destination[/i] operand being inverted. See "
+"also [constant LOGIC_OP_AND_INVERTED]."
+msgstr ""
+"逻辑与(AND)运算,翻转[i]目标[/i]操作数。另见 [constant "
+"LOGIC_OP_AND_INVERTED]。"
+
+msgid ""
+"Copy logic operation (keeps the [i]source[/i] value as-is). See also "
+"[constant LOGIC_OP_COPY_INVERTED] and [constant LOGIC_OP_NO_OP]."
+msgstr ""
+"逻辑复制运算(保留[i]来源[/i]的值)。另见 [constant LOGIC_OP_COPY_INVERTED] "
+"和 [constant LOGIC_OP_NO_OP]。"
+
+msgid ""
+"AND logic operation with the [i]source[/i] operand being inverted. See also "
+"[constant LOGIC_OP_AND_REVERSE]."
+msgstr ""
+"逻辑与(AND)运算,翻转[i]来源[/i]操作数。另见 [constant "
+"LOGIC_OP_AND_REVERSE]。"
+
+msgid ""
+"No-op logic operation (keeps the [i]destination[/i] value as-is). See also "
+"[constant LOGIC_OP_COPY]."
+msgstr "逻辑空运算(保留[i]目标[/i]值)。另见 [constant LOGIC_OP_COPY]。"
+
msgid "Exclusive or (XOR) logic operation."
msgstr "逻辑异或(XOR)运算。"
+msgid "OR logic operation."
+msgstr "逻辑或(OR)运算。"
+
+msgid "Not-OR (NOR) logic operation."
+msgstr "逻辑非或(NOR)运算。"
+
+msgid "Not-XOR (XNOR) logic operation."
+msgstr "逻辑非异或(XNOR)运算。"
+
+msgid "Invert logic operation."
+msgstr "逻辑翻转运算。"
+
+msgid ""
+"OR logic operation with the [i]destination[/i] operand being inverted. See "
+"also [constant LOGIC_OP_OR_REVERSE]."
+msgstr ""
+"逻辑或(OR)运算,翻转[i]目标[/i]操作数。另见 [constant "
+"LOGIC_OP_OR_REVERSE]。"
+
+msgid ""
+"NOT logic operation (inverts the value). See also [constant LOGIC_OP_COPY]."
+msgstr "逻辑非(NOT)运算(将值翻转)。另见 [constant LOGIC_OP_COPY]。"
+
+msgid ""
+"OR logic operation with the [i]source[/i] operand being inverted. See also "
+"[constant LOGIC_OP_OR_REVERSE]."
+msgstr ""
+"逻辑或(OR)运算,翻转[i]来源[/i]操作数。另见 [constant "
+"LOGIC_OP_OR_REVERSE]。"
+
+msgid "Not-AND (NAND) logic operation."
+msgstr "逻辑非与(NAND)运算。"
+
+msgid ""
+"SET logic operation (result is always [code]1[/code]). See also [constant "
+"LOGIC_OP_CLEAR]."
+msgstr ""
+"逻辑设置运算(结果始终为 [code]1[/code])。另见 [constant LOGIC_OP_CLEAR]。"
+
+msgid "Represents the size of the [enum LogicOperation] enum."
+msgstr "代表 [enum LogicOperation] 枚举的大小。"
+
+msgid "Constant [code]0.0[/code] blend factor."
+msgstr "混合系数常量 [code]0.0[/code]。"
+
+msgid "Constant [code]1.0[/code] blend factor."
+msgstr "混合系数常量 [code]1.0[/code]。"
+
+msgid ""
+"Color blend factor is [code]source color[/code]. Alpha blend factor is "
+"[code]source alpha[/code]."
+msgstr ""
+"颜色混合系数为 [code]source color[/code]。Alpha 混合系数为 [code]source "
+"alpha[/code]。"
+
+msgid ""
+"Color blend factor is [code]1.0 - source color[/code]. Alpha blend factor is "
+"[code]1.0 - source alpha[/code]."
+msgstr ""
+"颜色混合系数为 [code]1.0 - source color[/code]。Alpha 混合系数为 [code]1.0 - "
+"source alpha[/code]。"
+
+msgid ""
+"Color blend factor is [code]destination color[/code]. Alpha blend factor is "
+"[code]destination alpha[/code]."
+msgstr ""
+"颜色混合系数为 [code]destination color[/code]。Alpha 混合系数为 "
+"[code]destination alpha[/code]。"
+
+msgid ""
+"Color blend factor is [code]1.0 - destination color[/code]. Alpha blend "
+"factor is [code]1.0 - destination alpha[/code]."
+msgstr ""
+"颜色混合系数为 [code]1.0 - destination color[/code]。Alpha 混合系数为 "
+"[code]1.0 - destination alpha[/code]。"
+
+msgid "Color and alpha blend factor is [code]source alpha[/code]."
+msgstr "颜色混合和 Alpha 混合系数为 [code]source alpha[/code]。"
+
+msgid "Color and alpha blend factor is [code]1.0 - source alpha[/code]."
+msgstr "颜色混合和 Alpha 混合系数为 [code]1.0 - source alpha[/code]。"
+
+msgid "Color and alpha blend factor is [code]destination alpha[/code]."
+msgstr "颜色混合和 Alpha 混合系数为 [code]destination alpha[/code]。"
+
+msgid "Color and alpha blend factor is [code]1.0 - destination alpha[/code]."
+msgstr "颜色混合和 Alpha 混合系数为 [code]1.0 - destination alpha[/code]。"
+
+msgid ""
+"Color blend factor is [code]blend constant color[/code]. Alpha blend factor "
+"is [code]blend constant alpha[/code] (see [method "
+"draw_list_set_blend_constants])."
+msgstr ""
+"颜色混合系数为 [code]blend constant color[/code]。Alpha 混合系数为 "
+"[code]blend constant alpha[/code](见 [method "
+"draw_list_set_blend_constants])。"
+
+msgid ""
+"Color blend factor is [code]1.0 - blend constant color[/code]. Alpha blend "
+"factor is [code]1.0 - blend constant alpha[/code] (see [method "
+"draw_list_set_blend_constants])."
+msgstr ""
+"颜色混合系数为 [code]1.0 - blend constant color[/code]。Alpha 混合系数为 "
+"[code]1.0 - blend constant alpha[/code](见 [method "
+"draw_list_set_blend_constants])。"
+
+msgid ""
+"Color and alpha blend factor is [code]blend constant alpha[/code] (see "
+"[method draw_list_set_blend_constants])."
+msgstr ""
+"颜色混合和 Alpha 混合系数为 [code]blend constant alpha[/code](见 [method "
+"draw_list_set_blend_constants])。"
+
+msgid ""
+"Color and alpha blend factor is [code]1.0 - blend constant alpha[/code] (see "
+"[method draw_list_set_blend_constants])."
+msgstr ""
+"颜色混合和 Alpha 混合系数为 [code]1.0 - blend constant alpha[/code](见 "
+"[method draw_list_set_blend_constants])。"
+
+msgid ""
+"Color blend factor is [code]min(source alpha, 1.0 - destination alpha)[/"
+"code]. Alpha blend factor is [code]1.0[/code]."
+msgstr ""
+"颜色混合系数为 [code]min(source alpha, 1.0 - destination alpha)[/code]。"
+"Alpha 混合系数为 [code]1.0[/code]。"
+
+msgid ""
+"Color blend factor is [code]second source color[/code]. Alpha blend factor "
+"is [code]second source alpha[/code]. Only relevant for dual-source blending."
+msgstr ""
+"颜色混合系数为 [code]second source color[/code]。Alpha 混合系数为 "
+"[code]second source alpha[/code]。仅适用于双源混合。"
+
+msgid ""
+"Color blend factor is [code]1.0 - second source color[/code]. Alpha blend "
+"factor is [code]1.0 - second source alpha[/code]. Only relevant for dual-"
+"source blending."
+msgstr ""
+"颜色混合系数为 [code]1.0 - second source color[/code]。Alpha 混合系数为 "
+"[code]1.0 - second source alpha[/code]。仅适用于双源混合。"
+
+msgid ""
+"Color and alpha blend factor is [code]second source alpha[/code]. Only "
+"relevant for dual-source blending."
+msgstr ""
+"颜色混合和 Alpha 混合系数为 [code]second source alpha[/code]。仅适用于双源混"
+"合。"
+
+msgid ""
+"Color and alpha blend factor is [code]1.0 - second source alpha[/code]. Only "
+"relevant for dual-source blending."
+msgstr ""
+"颜色混合和 Alpha 混合系数为 [code]1.0 - second source alpha[/code]。仅适用于"
+"双源混合。"
+
+msgid "Represents the size of the [enum BlendFactor] enum."
+msgstr "代表 [enum BlendFactor] 枚举的大小。"
+
msgid "Additive blending operation ([code]source + destination[/code])."
msgstr "加法混合运算([code]source + destination[/code])。"
@@ -88488,6 +91553,21 @@ msgstr "最大混合运算(保留两者之间的较大值)。"
msgid "Represents the size of the [enum BlendOperation] enum."
msgstr "代表 [enum BlendOperation] 枚举的大小。"
+msgid "Represents the size of the [enum InitialAction] enum."
+msgstr "代表 [enum InitialAction] 枚举的大小。"
+
+msgid "Represents the size of the [enum FinalAction] enum."
+msgstr "代表 [enum FinalAction] 枚举的大小。"
+
+msgid "Represents the size of the [enum ShaderStage] enum."
+msgstr "代表 [enum ShaderStage] 枚举的大小。"
+
+msgid "Maximum height of a framebuffer (in pixels)."
+msgstr "帧缓冲的最大高度(单位为像素)。"
+
+msgid "Maximum width of a framebuffer (in pixels)."
+msgstr "帧缓冲的最大宽度(单位为像素)。"
+
msgid ""
"Maximum supported 1-dimensional texture size (in pixels on a single axis)."
msgstr "支持的一维纹理的最大尺寸(单轴像素数)。"
@@ -88505,6 +91585,30 @@ msgid ""
"single face)."
msgstr "支持的立方体贴图纹理的最大尺寸(单轴像素数)。"
+msgid "Maximum size of a uniform buffer."
+msgstr "Uniform 缓冲的最大大小。"
+
+msgid "Maximum vertex input attribute offset."
+msgstr "顶点输入属性的最大偏移。"
+
+msgid "Maximum number of vertex input attributes."
+msgstr "顶点输入属性的最大数量。"
+
+msgid "Maximum number of vertex input bindings."
+msgstr "顶点输入绑定的最大数量。"
+
+msgid "Maximum shared memory size for compute shaders."
+msgstr "计算着色器的最大共享内存大小。"
+
+msgid "Maximum number of workgroups for compute shaders on the X axis."
+msgstr "计算着色器在 X 轴上的最大工作组数量。"
+
+msgid "Maximum number of workgroups for compute shaders on the Y axis."
+msgstr "计算着色器在 Y 轴上的最大工作组数量。"
+
+msgid "Maximum number of workgroups for compute shaders on the Z axis."
+msgstr "计算着色器在 Z 轴上的最大工作组数量。"
+
msgid "Memory taken by textures."
msgstr "纹理占用的内存。"
@@ -88710,6 +91814,16 @@ msgid ""
msgstr "在 [param item] [RID] 指向的 [CanvasItem] 上绘制粒子。"
msgid ""
+"Draws a 2D polygon on the [CanvasItem] pointed to by the [param item] [RID]. "
+"If you need more flexibility (such as being able to use bones), use [method "
+"canvas_item_add_triangle_array] instead. See also [method CanvasItem."
+"draw_polygon]."
+msgstr ""
+"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个 2D 多边形。如果你需要更"
+"加灵活的设置(例如能够使用骨骼),请改用 [method "
+"canvas_item_add_triangle_array]。另见 [method CanvasItem.draw_polygon]。"
+
+msgid ""
"Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] "
"[RID]. See also [method CanvasItem.draw_polyline]."
msgstr ""
@@ -88758,10 +91872,31 @@ msgstr "清除[CanvasItem]并删除其中的所有命令。"
msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。"
+msgid ""
+"Sets the default texture filter mode for the canvas item specified by the "
+"[param item] RID. Equivalent to [member CanvasItem.texture_filter]."
+msgstr ""
+"设置 RID 为 [param item] 的画布项的默认纹理过滤模式。等价于 [member "
+"CanvasItem.texture_filter]。"
+
+msgid ""
+"Sets the default texture repeat mode for the canvas item specified by the "
+"[param item] RID. Equivalent to [member CanvasItem.texture_repeat]."
+msgstr ""
+"设置 RID 为 [param item] 的画布项的默认纹理重复模式。等价于 [member "
+"CanvasItem.texture_repeat]。"
+
msgid "Sets the index for the [CanvasItem]."
msgstr "设置 [CanvasItem] 的索引。"
msgid ""
+"Sets the light [param mask] for the canvas item specified by the [param "
+"item] RID. Equivalent to [member CanvasItem.light_mask]."
+msgstr ""
+"设置 RID 为 [param item] 的画布项的灯光掩码 [param mask]。等价于 [member "
+"CanvasItem.light_mask]。"
+
+msgid ""
"Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit "
"transform, modulation and visibility from its parent, like [CanvasItem] "
"nodes in the scene tree."
@@ -88813,9 +91948,38 @@ msgid ""
msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。"
msgid ""
+"Creates a canvas light and adds it to the RenderingServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]canvas_light_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"[b]Note:[/b] The equivalent node is [Light2D]."
+msgstr ""
+"创建画布灯光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
+"RID 会在所有 [code]canvas_light_*[/code] RenderingServer 函数中使用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"[b]注意:[/b]等价节点为 [Light2D]。"
+
+msgid ""
"Attaches a light occluder to the canvas. Removes it from its previous canvas."
msgstr "将光遮挡物添加到画布上,并将其从之前的画布中移除。"
+msgid ""
+"Creates a light occluder and adds it to the RenderingServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]canvas_light_occluder_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"[b]Note:[/b] The equivalent node is [LightOccluder2D]."
+msgstr ""
+"创建光线遮挡器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
+"个 RID 会在所有 [code]canvas_light_occluder_*[/code] RenderingServer 函数中使"
+"用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"[b]注意:[/b]等价节点为 [LightOccluder2D]。"
+
msgid "Enables or disables light occluder."
msgstr "启用或禁用遮光器。"
@@ -88905,6 +92069,21 @@ msgstr ""
"[member Light2D.range_z_max]。"
msgid ""
+"Creates a new light occluder polygon and adds it to the RenderingServer. It "
+"can be accessed with the RID that is returned. This RID will be used in all "
+"[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"[b]Note:[/b] The equivalent resource is [OccluderPolygon2D]."
+msgstr ""
+"创建一个新的光线遮挡多边形并将其添加到 RenderingServer。可以通过返回的 RID 进"
+"行访问。这个 RID 会在所有 [code]canvas_occluder_polygon_*[/code] "
+"RenderingServer 函数中使用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"[b]注意:[/b]等价节点为 [OccluderPolygon2D]。"
+
+msgid ""
"Sets an occluder polygons cull mode. See [enum "
"CanvasOccluderPolygonCullMode] constants."
msgstr "设置遮挡多边形剔除模式。详见 [enum CanvasOccluderPolygonCullMode] 。"
@@ -88921,6 +92100,14 @@ msgid "Modulates all colors in the given canvas."
msgstr "调制给定画布中的所有颜色。"
msgid ""
+"Sets the [member ProjectSettings.rendering/2d/shadow_atlas/size] to use for "
+"[Light2D] shadow rendering (in pixels). The value is rounded up to the "
+"nearest power of 2."
+msgstr ""
+"设置 [Light2D] 阴影渲染时使用的 [member ProjectSettings.rendering/2d/"
+"shadow_atlas/size](单位为像素)。该值会向上取整到最接近的 2 的幂。"
+
+msgid ""
"Creates a RenderingDevice that can be used to do draw and compute operations "
"on a separate thread. Cannot draw to the screen nor share data with the "
"global RenderingDevice.\n"
@@ -88932,6 +92119,20 @@ msgstr ""
"[b]注意:[/b]使用 OpenGL 后端或在无头模式下运行时,这个函数始终返回 "
"[code]null[/code] 。"
+msgid ""
+"Sets the normal [param fade] in the decal specified by the [param decal] "
+"RID. Equivalent to [member Decal.normal_fade]."
+msgstr ""
+"设置 RID 为 [param decal] 的贴花的法线淡出 [param fade]。等价于 [member "
+"Decal.normal_fade]。"
+
+msgid ""
+"Sets the [param size] of the decal specified by the [param decal] RID. "
+"Equivalent to [member Decal.size]."
+msgstr ""
+"设置 RID 为 [param decal] 的贴花的大小 [param size]。等价于 [member Decal."
+"size]。"
+
msgid "Sets the intensity of the background color."
msgstr "设置背景颜色的强度。"
@@ -89073,6 +92274,19 @@ msgstr ""
"返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n"
"[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。"
+msgid "Removes the global shader uniform specified by [param name]."
+msgstr "移除名称为 [param name] 的全局着色器 Uniform。"
+
+msgid "Sets the global shader uniform [param name] to [param value]."
+msgstr "将名称为 [param name] 的全局着色器 Uniform 设置为 [param value]。"
+
+msgid ""
+"Overrides the global shader uniform [param name] with [param value]. "
+"Equivalent to the [ShaderGlobalsOverride] node."
+msgstr ""
+"使用 [param value] 覆盖名称为 [param name] 的全局着色器 Uniform。等价于 "
+"[ShaderGlobalsOverride] 节点。"
+
msgid ""
"Returns [code]true[/code] if changes have been made to the RenderingServer's "
"data. [method force_draw] is usually called if this happens."
@@ -89413,6 +92627,54 @@ msgstr ""
"当于 [member MultiMesh.visible_instance_count]。"
msgid ""
+"Creates a new omni light and adds it to the RenderingServer. It can be "
+"accessed with the RID that is returned. This RID can be used in most "
+"[code]light_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"To place in a scene, attach this omni light to an instance using [method "
+"instance_set_base] using the returned RID.\n"
+"[b]Note:[/b] The equivalent node is [OmniLight3D]."
+msgstr ""
+"创建一个新的全向灯并将其添加到 RenderingServer。可以使用返回的 RID 访问它。"
+"该 RID 可用于大多数 [code]light_*[/code] RenderingServer 函数。\n"
+"一旦使用 RID 完成操作后,需要使用 RenderingServer 的静态方法 [method "
+"free_rid] 来释放该 RID。\n"
+"要放置在场景中,请使用 [method instance_set_base] 使用该返回的 RID 将该全向灯"
+"附加到一个实例。\n"
+"[b]注意:[/b]等价节点为 [OmniLight3D]。"
+
+msgid ""
+"Creates a GPU-based particle system and adds it to the RenderingServer. It "
+"can be accessed with the RID that is returned. This RID will be used in all "
+"[code]particles_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"To place in a scene, attach these particles to an instance using [method "
+"instance_set_base] using the returned RID.\n"
+"[b]Note:[/b] The equivalent nodes are [GPUParticles2D] and "
+"[GPUParticles3D].\n"
+"[b]Note:[/b] All [code]particles_*[/code] methods only apply to GPU-based "
+"particles, not CPU-based particles. [CPUParticles2D] and [CPUParticles3D] do "
+"not have equivalent RenderingServer functions available, as these use "
+"[MultiMeshInstance2D] and [MultiMeshInstance3D] under the hood (see "
+"[code]multimesh_*[/code] methods)."
+msgstr ""
+"创建基于 GPU 的粒子系统并将其添加到 RenderingServer。可以通过返回的 RID 进行"
+"访问。这个 RID 会在所有 [code]particles_*[/code] RenderingServer 函数中使"
+"用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"如果要将这个粒子系统放置到场景中,请使用返回的 RID 调用 [method "
+"instance_set_base],将其附加至某个实例上。\n"
+"[b]注意:[/b]等价节点为 [GPUParticles2D] 和 [GPUParticles3D]。\n"
+"[b]注意:[/b]所有 [code]particles_*[/code] 方法都仅适用于基于 GPU 的粒子,不"
+"适用于基于 CPU 的粒子。RenderingServer 中没有 [CPUParticles2D] 和 "
+"[CPUParticles3D] 的等价函数,因为这两个节点底层使用的是 "
+"[MultiMeshInstance2D] 和 [MultiMeshInstance3D](见 [code]multimesh_*[/code] "
+"方法)。"
+
+msgid ""
"Calculates and returns the axis-aligned bounding box that contains all the "
"particles. Equivalent to [method GPUParticles3D.capture_aabb]."
msgstr ""
@@ -89561,6 +92823,24 @@ msgstr ""
"用全局坐标。相当于 [member GPUParticles3D.local_coords]。"
msgid ""
+"Creates a reflection probe and adds it to the RenderingServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]reflection_probe_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"To place in a scene, attach this reflection probe to an instance using "
+"[method instance_set_base] using the returned RID.\n"
+"[b]Note:[/b] The equivalent node is [ReflectionProbe]."
+msgstr ""
+"创建反射探针并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
+"RID 会在所有 [code]reflection_probe_*[/code] RenderingServer 函数中使用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"如果要将这个反射探针放置到场景中,请使用返回的 RID 调用 [method "
+"instance_set_base],将其附加至某个实例上。\n"
+"[b]注意:[/b]等价节点为 [ReflectionProbe]。"
+
+msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
"to [member ReflectionProbe.interior]."
msgstr ""
@@ -89649,6 +92929,23 @@ msgstr ""
"[code]false[/code],则该图像将使用最近邻插值的方式进行缩放。"
msgid ""
+"Creates an empty shader and adds it to the RenderingServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]shader_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"[b]Note:[/b] The equivalent resource is [Shader]."
+msgstr ""
+"创建空的着色器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
+"个 RID 会在所有 [code]shader_*[/code] RenderingServer 函数中使用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"[b]注意:[/b]等价资源为 [Shader]。"
+
+msgid "Returns a shader's source code as a string."
+msgstr "以字符串形式返回着色器的源代码。"
+
+msgid ""
"Returns a default texture from a shader searched by name.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
@@ -89657,6 +92954,16 @@ msgstr ""
"[b]注意:[/b]如果使用了采样器数组,请使用 [param index] 访问指定的纹理。"
msgid ""
+"Returns the default value for the specified shader uniform. This is usually "
+"the value written in the shader source code."
+msgstr "返回指定着色器 Uniform 的默认值。通常是着色器源代码中编写的值。"
+
+msgid ""
+"Sets the shader's source code (which triggers recompilation after being "
+"changed)."
+msgstr "设置着色器的源代码(更改后会出发重新编译)。"
+
+msgid ""
"Sets a shader's default texture. Overwrites the texture given by name.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
@@ -89664,6 +92971,13 @@ msgstr ""
"设置着色器的默认纹理。覆盖给定名称的纹理。\n"
"[b]注意:[/b]使用采样器数组时,使用 [param index] 访问指定的纹理。"
+msgid ""
+"Sets the path hint for the specified shader. This should generally match the "
+"[Shader] resource's [member Resource.resource_path]."
+msgstr ""
+"设置指定着色器路径提示。一般应该与 [Shader] 资源的 [member Resource."
+"resource_path] 相匹配。"
+
msgid "Returns the [Transform3D] set for a specific bone of this skeleton."
msgstr "返回该骨架中指定骨骼的 [Transform3D]。"
@@ -89679,9 +92993,90 @@ msgstr "设置该骨架中指定骨骼的 [Transform2D]。"
msgid "Returns the number of bones allocated for this skeleton."
msgstr "返回分配给这个骨架的骨骼数量。"
+msgid ""
+"Creates a 2-dimensional texture and adds it to the RenderingServer. It can "
+"be accessed with the RID that is returned. This RID will be used in all "
+"[code]texture_2d_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"[b]Note:[/b] The equivalent resource is [Texture2D].\n"
+"[b]Note:[/b] Not to be confused with [method RenderingDevice."
+"texture_create], which creates the graphics API's own texture type as "
+"opposed to the Godot-specific [Texture2D] resource."
+msgstr ""
+"创建二维纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
+"RID 会在所有 [code]texture_2d_*[/code] RenderingServer 函数中使用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"[b]注意:[/b]等价资源为 [Texture2D]。\n"
+"[b]注意:[/b]请勿与 [method RenderingDevice.texture_create] 混淆,后者创建的"
+"是图形 API 自己的纹理类型,并非 Godot 专属的 [Texture2D] 资源。"
+
+msgid ""
+"Creates a 2-dimensional layered texture and adds it to the RenderingServer. "
+"It can be accessed with the RID that is returned. This RID will be used in "
+"all [code]texture_2d_layered_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"[b]Note:[/b] The equivalent resource is [TextureLayered]."
+msgstr ""
+"创建二维多层纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
+"个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函数中使"
+"用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"[b]注意:[/b]等价资源为 [TextureLayered]。"
+
+msgid ""
+"Creates a placeholder for a 2-dimensional layered texture and adds it to the "
+"RenderingServer. It can be accessed with the RID that is returned. This RID "
+"will be used in all [code]texture_2d_layered_*[/code] RenderingServer "
+"functions, although it does nothing when used. See also [method "
+"texture_2d_placeholder_create].\n"
+"[b]Note:[/b] The equivalent resource is [PlaceholderTextureLayered]."
+msgstr ""
+"创建二维多层纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行"
+"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函"
+"数中使用,但使用时什么都不会发生。另见 [method "
+"texture_2d_placeholder_create]。\n"
+"[b]注意:[/b]等价资源为 [PlaceholderTextureLayered]。"
+
+msgid ""
+"Creates a placeholder for a 2-dimensional layered texture and adds it to the "
+"RenderingServer. It can be accessed with the RID that is returned. This RID "
+"will be used in all [code]texture_2d_layered_*[/code] RenderingServer "
+"functions, although it does nothing when used. See also [method "
+"texture_2d_layered_placeholder_create]\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"[b]Note:[/b] The equivalent resource is [PlaceholderTexture2D]."
+msgstr ""
+"创建二维多层纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行"
+"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函"
+"数中使用,但使用时什么都不会发生。另见 [method "
+"texture_2d_layered_placeholder_create]。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"[b]注意:[/b]等价资源为 [PlaceholderTexture2D]。"
+
+msgid "[b]Note:[/b] The equivalent resource is [Texture3D]."
+msgstr "[b]注意:[/b]等价的资源是 [Texture3D]。"
+
msgid "Returns a texture [RID] that can be used with [RenderingDevice]."
msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。"
+msgid ""
+"[i]Deprecated.[/i] As ProxyTexture was removed in Godot 4, this method does "
+"nothing when called and always returns a null [RID]."
+msgstr ""
+"[i]已废弃。[/i]Godot 4 中已经移除 ProxyTexture,所以调用这个方法什么都不会发"
+"生,始终返回空 [RID]。"
+
+msgid ""
+"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method "
+"cannot be used anymore."
+msgstr "[i]已废弃。[/i]Godot 4 中已经移除 ProxyTexture,所以不再使用这个方法。"
+
msgid "Sets a viewport's camera."
msgstr "设置视图的相机。"
@@ -89727,6 +93122,23 @@ msgstr ""
"使用它可以带来显著的优化,尤其是在低端设备上。但是,这是以必须手动管理视口为"
"代价的。进一步优化请参见 [method viewport_set_render_direct_to_screen]。"
+msgid ""
+"Creates an empty viewport and adds it to the RenderingServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]viewport_*[/code] RenderingServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"RenderingServer's [method free_rid] method.\n"
+"[b]Note:[/b] The equivalent node is [Viewport]."
+msgstr ""
+"创建空的视口并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
+"RID 会在所有 [code]viewport_*[/code] RenderingServer 函数中使用。\n"
+"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
+"放。\n"
+"[b]注意:[/b]等价节点为 [Viewport]。"
+
+msgid "Returns the render target for the viewport."
+msgstr "返回该视口的渲染目标。"
+
msgid "Returns the viewport's last rendered frame."
msgstr "返回视口的最后渲染帧。"
@@ -89831,6 +93243,17 @@ msgstr ""
"0.77”、“质量:0.67”、“平衡:0.59”、“性能:0.5”,而不是公开整个比例。"
msgid ""
+"Sets a viewport's scenario. The scenario contains information about "
+"environment information, reflection atlas, etc."
+msgstr "设置视口的场景。该场景包含环境、反射图集等信息。"
+
+msgid "Sets the viewport's screen-space antialiasing mode."
+msgstr "使用视口的屏幕空间抗锯齿模式。"
+
+msgid "Sets the viewport's width and height in pixels."
+msgstr "设置视口的宽度和高度,单位为像素。"
+
+msgid ""
"Affects the final texture sharpness by reading from a lower or higher mipmap "
"(also called \"texture LOD bias\"). Negative values make mipmapped textures "
"sharper but grainier when viewed at a distance, while positive values make "
@@ -89911,12 +93334,51 @@ msgstr "画布项目的最小 Z 层。"
msgid "The maximum Z-layer for canvas items."
msgstr "帆布项目的最大 Z 层。"
+msgid "[i]Deprecated.[/i] This constant is unused."
+msgstr "[i]已废弃。[/i]这个常量未使用。"
+
+msgid "Array of 2-dimensional textures (see [Texture2DArray])."
+msgstr "二维纹理数组(见 [Texture2DArray])。"
+
+msgid "Cubemap texture (see [Cubemap])."
+msgstr "立方体贴图纹理(见 [Cubemap])。"
+
+msgid "Array of cubemap textures (see [CubemapArray])."
+msgstr "立方体贴图纹理数组(见 [CubemapArray])。"
+
+msgid "Left face of a [Cubemap]."
+msgstr "[Cubemap] 的左面。"
+
+msgid "Right face of a [Cubemap]."
+msgstr "[Cubemap] 的右面。"
+
+msgid "Bottom face of a [Cubemap]."
+msgstr "[Cubemap] 的底面。"
+
+msgid "Top face of a [Cubemap]."
+msgstr "[Cubemap] 的顶面。"
+
+msgid "Front face of a [Cubemap]."
+msgstr "[Cubemap] 的正面。"
+
+msgid "Back face of a [Cubemap]."
+msgstr "[Cubemap] 的背面。"
+
msgid "Shader is a 3D shader."
msgstr "着色器是 3D 着色器。"
msgid "Shader is a 2D shader."
msgstr "着色器是 2D 着色器。"
+msgid "Shader is a particle shader (can be used in both 2D and 3D)."
+msgstr "着色器是粒子着色器(2D 和 3D 均可使用)。"
+
+msgid "Shader is a 3D sky shader."
+msgstr "着色器是 3D 天空着色器。"
+
+msgid "Shader is a 3D fog shader."
+msgstr "着色器是 3D 雾着色器。"
+
msgid "Represents the size of the [enum ShaderMode] enum."
msgstr "代表 [enum ShaderMode] 枚举的大小。"
@@ -89926,27 +93388,57 @@ msgstr "所有材质的最小渲染优先级。"
msgid "The maximum renderpriority of all materials."
msgstr "所有材质的最大渲染优先级。"
+msgid "Array is a vertex position array."
+msgstr "数组是顶点位置数组。"
+
msgid "Array is a normal array."
msgstr "数组是法线数组。"
msgid "Array is a tangent array."
msgstr "数组是切线数组。"
+msgid "Array is a vertex color array."
+msgstr "数组是顶点颜色数组。"
+
msgid "Array is an UV coordinates array."
msgstr "数组是 UV 坐标数组。"
+msgid "Array is an UV coordinates array for the second set of UV coordinates."
+msgstr "数组是第二组 UV 坐标的 UV 坐标数组。"
+
+msgid "Array is a custom data array for the first set of custom data."
+msgstr "数组是第一组自定义数据的自定义数据数组。"
+
+msgid "Array is a custom data array for the second set of custom data."
+msgstr "数组是第二组自定义数据的自定义数据数组。"
+
+msgid "Array is a custom data array for the third set of custom data."
+msgstr "数组是第三组自定义数据的自定义数据数组。"
+
+msgid "Array is a custom data array for the fourth set of custom data."
+msgstr "数组是第四组自定义数据的自定义数据数组。"
+
msgid "Array contains bone information."
msgstr "数组包含骨骼信息。"
msgid "Array is weight information."
msgstr "数组是重量信息。"
+msgid "Array is an index array."
+msgstr "数组是索引数组。"
+
+msgid "Flag used to mark a vertex position array."
+msgstr "用于标记顶点位置数组的标志。"
+
msgid "Flag used to mark a normal array."
msgstr "用于标记法线数组的标志。"
msgid "Flag used to mark a tangent array."
msgstr "用于标记切线数组的标志。"
+msgid "Flag used to mark a vertex color array."
+msgstr "用于标记顶点颜色数组的标志。"
+
msgid "Flag used to mark an UV coordinates array."
msgstr "用于标记 UV 坐标数组的标志。"
@@ -90055,6 +93547,15 @@ msgstr ""
"也更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level] 定义。"
+msgid "Directional (sun/moon) light (see [DirectionalLight3D])."
+msgstr "方向(太阳/月亮)灯(见 [DirectionalLight3D])。"
+
+msgid "Omni light (see [OmniLight3D])."
+msgstr "全向灯(见 [OmniLight3D])。"
+
+msgid "Spot light (see [SpotLight3D])."
+msgstr "聚光灯(见 [SpotLight3D])。"
+
msgid "The light's energy multiplier."
msgstr "该灯光的能量倍数。"
@@ -90224,6 +93725,9 @@ msgstr ""
"性。该乘数仅适用于 [member Light3D.light_size] 或 [member Light3D."
"light_angular_distance] 为 [code]0.0[/code] 的灯光。"
+msgid "Represents the size of the [enum ShadowQuality] enum."
+msgstr "代表 [enum ShadowQuality] 枚举的大小。"
+
msgid "Reflection probe will update reflections once and then stop."
msgstr "反射探针将更新一次反射,然后停止。"
@@ -90232,6 +93736,9 @@ msgid ""
"moving objects."
msgstr "反射探针将每帧更新。这种模式对于捕捉移动物体是必要的。"
+msgid "Represents the size of the [enum DecalTexture] enum."
+msgstr "代表 [enum DecalTexture] 枚举的大小。"
+
msgid ""
"Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps "
"are used for rendering, which means decals at a distance will look sharp but "
@@ -90293,6 +93800,18 @@ msgstr ""
"级别由 [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 定义。"
+msgid "Low [VoxelGI] rendering quality using 4 cones."
+msgstr "[VoxelGI] 较低渲染质量,使用 4 个锥体。"
+
+msgid "High [VoxelGI] rendering quality using 6 cones."
+msgstr "[VoxelGI] 较高渲染质量,使用 6 个锥体。"
+
+msgid "2D particles."
+msgstr "2D 粒子。"
+
+msgid "3D particles."
+msgstr "3D 粒子。"
+
msgid "Draw particles in the order that they appear in the particles array."
msgstr "按照粒子数组中出现的顺序绘制粒子。"
@@ -90302,6 +93821,11 @@ msgstr "根据粒子的寿命对其进行分类。"
msgid "Sort particles based on their distance to the camera."
msgstr "根据粒子与相机的距离对其进行排序。"
+msgid ""
+"Represents the size of the [enum ParticlesCollisionHeightfieldResolution] "
+"enum."
+msgstr "代表 [enum ParticlesCollisionHeightfieldResolution] 枚举的大小。"
+
msgid "[FogVolume] will be shaped like an ellipsoid (stretched sphere)."
msgstr "[FogVolume] 的形状类似于一个椭球体(拉伸的球体)。"
@@ -90334,12 +93858,81 @@ msgid ""
"culled."
msgstr "[FogVolume] 将没有形状,将覆盖整个世界并且不会被剔除。"
+msgid "Represents the size of the [enum FogVolumeShape] enum."
+msgstr "代表 [enum FogVolumeShape] 枚举的大小。"
+
+msgid ""
+"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
+"be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/"
+"code] will result in undersampling while values greater than [code]1.0[/"
+"code] will result in supersampling. A value of [code]1.0[/code] disables "
+"scaling."
+msgstr ""
+"对视口的 3D 缓冲区使用双线性缩放。可以使用 [member Viewport."
+"scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致欠采样,而大于 "
+"[code]1.0[/code] 的值将导致超采样。[code]1.0[/code] 的值将禁用缩放。"
+
+msgid ""
+"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
+"buffer. The amount of scaling can be set using [member Viewport."
+"scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the "
+"viewport being upscaled using FSR. Values greater than [code]1.0[/code] are "
+"not supported and bilinear downsampling will be used instead. A value of "
+"[code]1.0[/code] disables scaling."
+msgstr ""
+"对视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 放大。可以使用 [member "
+"Viewport.scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致使用 "
+"FSR 放大视口。不支持大于 [code]1.0[/code] 的值,将改用双线性降采样。"
+"[code]1.0[/code] 的值将禁用缩放。"
+
+msgid "Represents the size of the [enum ViewportScaling3DMode] enum."
+msgstr "代表 [enum ViewportScaling3DMode] 枚举的大小。"
+
+msgid "Do not update the viewport's render target."
+msgstr "不要更新视口的渲染目标。"
+
+msgid ""
+"Update the viewport's render target once, then switch to [constant "
+"VIEWPORT_UPDATE_DISABLED]."
+msgstr "更新一次视口的渲染目标,然后切换到 [constant UPDATE_DISABLED]。"
+
+msgid ""
+"Update the viewport's render target only when it is visible. This is the "
+"default value."
+msgstr "仅在渲染目标可见时更新视口的渲染目标。这是默认值。"
+
+msgid "Update the viewport's render target only when its parent is visible."
+msgstr "仅在其父级可见时更新视口的渲染目标。"
+
+msgid "Always update the viewport's render target."
+msgstr "始终更新视口的渲染目标。"
+
+msgid "Always clear the viewport's render target before drawing."
+msgstr "绘制前始终清除视口的渲染目标。"
+
+msgid "Never clear the viewport's render target."
+msgstr "永不清除视口的渲染目标。"
+
+msgid ""
+"Clear the viewport's render target on the next frame, then switch to "
+"[constant VIEWPORT_CLEAR_NEVER]."
+msgstr "在下一帧清除视口的渲染目标,然后切换到 [constant CLEAR_MODE_NEVER]。"
+
msgid "Disable rendering of 3D environment over 2D canvas."
msgstr "禁用在 2D 画布上渲染 3D 环境。"
msgid "Enable rendering of 3D environment over 2D canvas."
msgstr "启用在 2D 画布上渲染 3D 环境。"
+msgid "Represents the size of the [enum ViewportEnvironmentMode] enum."
+msgstr "代表 [enum ViewportEnvironmentMode] 枚举的大小。"
+
+msgid "Represents the size of the [enum ViewportSDFOversize] enum."
+msgstr "代表 [enum ViewportSDFOversize] 枚举的大小。"
+
+msgid "Represents the size of the [enum ViewportSDFScale] enum."
+msgstr "代表 [enum ViewportSDFScale] 枚举的大小。"
+
msgid ""
"Multisample antialiasing for 3D is disabled. This is the default value, and "
"also the fastest setting."
@@ -90362,6 +93955,9 @@ msgstr ""
"用于 3D 的多重采样抗锯齿,使用每个像素 8 个样本。这对性能有非常大的影响。可能"
"在低端和较旧的硬件上不受支持。"
+msgid "Represents the size of the [enum ViewportMSAA] enum."
+msgstr "代表 [enum ViewportMSAA] 枚举的大小。"
+
msgid "Do not perform any antialiasing in the full screen post-process."
msgstr "不要在全屏后处理中执行抗锯齿。"
@@ -90375,6 +93971,9 @@ msgstr ""
"间抗锯齿方法,速度很快,但会让图像变模糊,使用较低分辨率时尤为显著。1440p 和 "
"4K 等较高分辨率下效果仍然不错。"
+msgid "Represents the size of the [enum ViewportScreenSpaceAA] enum."
+msgstr "代表 [enum ViewportScreenSpaceAA] 枚举的大小。"
+
msgid "Number of objects drawn in a single frame."
msgstr "在单帧中绘制的对象的数量。"
@@ -90387,6 +93986,9 @@ msgstr "此帧期间的绘制调用数。"
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
msgstr "代表 [enum ViewportRenderInfo] 枚举的大小。"
+msgid "Represents the size of the [enum ViewportRenderInfoType] enum."
+msgstr "代表 [enum ViewportRenderInfoType] 枚举的大小。"
+
msgid "Debug draw is disabled. Default setting."
msgstr "调试绘制被禁用。默认设置。"
@@ -90599,6 +94201,17 @@ msgstr ""
"最高质量的屏幕空间间接光照。使用可动态调整的自适应目标设置,以平滑地平衡性能"
"和视觉质量。"
+msgid "Represents the size of the [enum EnvironmentSDFGIRayCount] enum."
+msgstr "代表 [enum EnvironmentSDFGIRayCount] 枚举的大小。"
+
+msgid ""
+"Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum."
+msgstr "代表 [enum EnvironmentSDFGIFramesToConverge] 枚举的大小。"
+
+msgid ""
+"Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum."
+msgstr "代表 [enum EnvironmentSDFGIFramesToUpdateLight] 枚举的大小。"
+
msgid ""
"Calculate the DOF blur using a box filter. The fastest option, but results "
"in obvious lines in blur pattern."
@@ -90646,6 +94259,9 @@ msgstr "该实例是一个 multimesh。"
msgid "The instance is a particle emitter."
msgstr "该实例是粒子发射器。"
+msgid "The instance is a GPUParticles collision shape."
+msgstr "该实例是 GPUParticles 碰撞形状。"
+
msgid "The instance is a light."
msgstr "该实例是灯。"
@@ -90661,6 +94277,15 @@ msgstr "该实例是 VoxelGI。"
msgid "The instance is a lightmap."
msgstr "该实例是光照贴图。"
+msgid "The instance is an occlusion culling occluder."
+msgstr "该实例是遮挡剔除遮挡器。"
+
+msgid "The instance is a visible on-screen notifier."
+msgstr "该实例是屏幕可见通知器。"
+
+msgid "The instance is a fog volume."
+msgstr "该实例是雾体积。"
+
msgid "Represents the size of the [enum InstanceType] enum."
msgstr "代表 [enum InstanceType] 枚举的大小。"
@@ -90841,6 +94466,133 @@ msgstr "画布遮挡器的剔除是顺时针的。"
msgid "Culling of the canvas occluder is counterclockwise."
msgstr "画布遮挡物的剔除是逆时针的。"
+msgid "Boolean global shader parameter ([code]global uniform bool ...[/code])."
+msgstr "布尔型全局着色器参数([code]global uniform bool ...[/code])。"
+
+msgid ""
+"2-dimensional boolean vector global shader parameter ([code]global uniform "
+"bvec2 ...[/code])."
+msgstr "二维布尔向量全局着色器参数([code]global uniform bvec2 ...[/code])。"
+
+msgid ""
+"3-dimensional boolean vector global shader parameter ([code]global uniform "
+"bvec3 ...[/code])."
+msgstr "三维布尔向量全局着色器参数([code]global uniform bvec3 ...[/code])。"
+
+msgid ""
+"4-dimensional boolean vector global shader parameter ([code]global uniform "
+"bvec4 ...[/code])."
+msgstr "四维布尔向量全局着色器参数([code]global uniform bvec4 ...[/code])。"
+
+msgid "Integer global shader parameter ([code]global uniform int ...[/code])."
+msgstr "整数全局着色器参数([code]global uniform int ...[/code])。"
+
+msgid ""
+"2-dimensional integer vector global shader parameter ([code]global uniform "
+"ivec2 ...[/code])."
+msgstr "二维整数向量全局着色器参数([code]global uniform ivec2 ...[/code])。"
+
+msgid ""
+"3-dimensional integer vector global shader parameter ([code]global uniform "
+"ivec3 ...[/code])."
+msgstr "三维整数向量全局着色器参数([code]global uniform ivec3 ...[/code])。"
+
+msgid ""
+"4-dimensional integer vector global shader parameter ([code]global uniform "
+"ivec4 ...[/code])."
+msgstr "四维整数向量全局着色器参数([code]global uniform ivec4 ...[/code])。"
+
+msgid ""
+"2-dimensional integer rectangle global shader parameter ([code]global "
+"uniform ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in "
+"shader code, but exposed as a [Rect2i] in the editor UI."
+msgstr ""
+"二维整数矩形全局着色器参数([code]global uniform ivec4 ...[/code])。等价于着"
+"色器代码中的 [constant GLOBAL_VAR_TYPE_IVEC4],但在编辑器 UI 中以 [Rect2i] 的"
+"形式暴露。"
+
+msgid ""
+"Unsigned integer global shader parameter ([code]global uniform uint ...[/"
+"code])."
+msgstr "无符号整数全局着色器参数([code]global uniform uint ...[/code])。"
+
+msgid ""
+"2-dimensional unsigned integer vector global shader parameter ([code]global "
+"uniform uvec2 ...[/code])."
+msgstr ""
+"二维无符号整数向量全局着色器参数([code]global uniform uvec2 ...[/code])。"
+
+msgid ""
+"3-dimensional unsigned integer vector global shader parameter ([code]global "
+"uniform uvec3 ...[/code])."
+msgstr ""
+"三维无符号整数向量全局着色器参数([code]global uniform uvec3 ...[/code])。"
+
+msgid ""
+"4-dimensional unsigned integer vector global shader parameter ([code]global "
+"uniform uvec4 ...[/code])."
+msgstr ""
+"四维无符号整数向量全局着色器参数([code]global uniform uvec4 ...[/code])。"
+
+msgid ""
+"Single-precision floating-point global shader parameter ([code]global "
+"uniform float ...[/code])."
+msgstr "单精度浮点数全局着色器参数([code]global uniform float ...[/code])。"
+
+msgid ""
+"2-dimensional floating-point vector global shader parameter ([code]global "
+"uniform vec2 ...[/code])."
+msgstr ""
+"二维单精度浮点数向量全局着色器参数([code]global uniform vec2 ...[/code])。"
+
+msgid ""
+"3-dimensional floating-point vector global shader parameter ([code]global "
+"uniform vec3 ...[/code])."
+msgstr ""
+"三维单精度浮点数向量全局着色器参数([code]global uniform vec3 ...[/code])。"
+
+msgid ""
+"4-dimensional floating-point vector global shader parameter ([code]global "
+"uniform vec4 ...[/code])."
+msgstr ""
+"四维单精度浮点数向量全局着色器参数([code]global uniform vec4 ...[/code])。"
+
+msgid ""
+"Color global shader parameter ([code]global uniform vec4 ...[/code]). "
+"Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as "
+"a [Color] in the editor UI."
+msgstr ""
+"颜色全局着色器参数([code]global uniform vec4 ...[/code])。等价于着色器代码"
+"中的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Color] 的形式暴露。"
+
+msgid ""
+"2-dimensional floating-point rectangle global shader parameter ([code]global "
+"uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in "
+"shader code, but exposed as a [Rect2] in the editor UI."
+msgstr ""
+"二维浮点数矩形全局着色器参数([code]global uniform vec4 ...[/code])。等价于"
+"着色器代码中的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Rect2] 的"
+"形式暴露。"
+
+msgid "Represents the size of the [enum GlobalShaderParameterType] enum."
+msgstr "代表 [enum GlobalShaderParameterType] 枚举的大小。"
+
+msgid "Texture memory used (in bytes)."
+msgstr "纹理内存的使用量(单位为字节)。"
+
+msgid "Buffer memory used (in bytes)."
+msgstr "缓冲内存的使用量(单位为字节)。"
+
+msgid ""
+"Video memory used (in bytes). This is always greater than the sum of "
+"[constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant "
+"RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not "
+"accounted for by those two metrics."
+msgstr ""
+"显存的使用量(单位为字节)。始终比 [constant "
+"RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant "
+"RENDERING_INFO_BUFFER_MEM_USED] 的总和要大,因为这两项之外还有一些杂项数据。"
+
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。"
@@ -94503,6 +98255,16 @@ msgid ""
msgstr "该选项局限于代码补全查询的位置 - 例如局部变量。"
msgid ""
+"The option is from the containing class or a parent class, relative to the "
+"location of the code completion query. Perform a bitwise OR with the class "
+"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, "
+"etc) to store the depth of an option in the class or a parent class."
+msgstr ""
+"该选项来自于所在的类或父类,相对于代码补全查询的位置。请使用类的深度进行按位 "
+"OR(或)运算(例如 0 表示当前类,1 表示父类,2 表示父类的父类等),从而在当前"
+"类或父类中存储选项的深度。"
+
+msgid ""
"The option is from user code which is not local and not in a derived class "
"(e.g. Autoload Singletons)."
msgstr "该选项来自用户代码,不是局部,也不是派生类(例如自动加载单例)。"
@@ -95029,6 +98791,31 @@ msgid ""
msgstr "用于物理碰撞扫描和即时重叠查询的节点。类似于 [RayCast2D] 节点。"
msgid ""
+"Shape casting allows to detect collision objects by sweeping the [member "
+"shape] along the cast direction determined by [member target_position] "
+"(useful for things like beam weapons).\n"
+"Immediate collision overlaps can be done with the [member target_position] "
+"set to [code]Vector2(0, 0)[/code] and by calling [method "
+"force_shapecast_update] within the same [b]physics frame[/b]. This also "
+"helps to overcome some limitations of [Area2D] when used as a continuous "
+"detection area, often requiring waiting a couple of frames before collision "
+"information is available to [Area2D] nodes, and when using the signals "
+"creates unnecessary complexity.\n"
+"The node can detect multiple collision objects, but it's usually used to "
+"detect the first collision.\n"
+"[b]Note:[/b] shape casting is more computationally expensive compared to ray "
+"casting."
+msgstr ""
+"形状投射能够让 [member shape] 沿着投射方向扫过,检测途中碰撞到的对象,投射方"
+"向由 [member target_position] 决定(可用于类似激光武器的东西)。\n"
+"要原地检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector2(0, "
+"0)[/code] 并在同一[b]物理帧[/b]中调用 [method force_shapecast_update]。这样也"
+"能克服将 [Area2D] 用于连续碰撞检测的一些限制,[Area2D] 节点通常需要等待几帧才"
+"能获取碰撞信息,而使用信号则会产生不必要的复杂度。\n"
+"这个节点可以检测到多个碰撞对象,但通常只用于检测第一次碰撞。\n"
+"[b]注意:[/b]形状投射所需的计算量比光线投射更大。"
+
+msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [CollisionObject2D] node."
msgstr "添加碰撞例外,使该形状不汇报与指定 [CollisionObject2D] 节点的碰撞。"
@@ -95164,6 +98951,31 @@ msgid ""
msgstr "用于物理碰撞扫描和即时重叠查询的节点。类似于 [RayCast3D] 节点。"
msgid ""
+"Shape casting allows to detect collision objects by sweeping the [member "
+"shape] along the cast direction determined by [member target_position] "
+"(useful for things like beam weapons).\n"
+"Immediate collision overlaps can be done with the [member target_position] "
+"set to [code]Vector3(0, 0, 0)[/code] and by calling [method "
+"force_shapecast_update] within the same [b]physics frame[/b]. This also "
+"helps to overcome some limitations of [Area3D] when used as a continuous "
+"detection area, often requiring waiting a couple of frames before collision "
+"information is available to [Area3D] nodes, and when using the signals "
+"creates unnecessary complexity.\n"
+"The node can detect multiple collision objects, but it's usually used to "
+"detect the first collision.\n"
+"[b]Note:[/b] Shape casting is more computationally expensive compared to ray "
+"casting."
+msgstr ""
+"形状投射能够让 [member shape] 沿着投射方向扫过,检测途中碰撞到的对象,投射方"
+"向由 [member target_position] 决定(可用于类似激光武器的东西)。\n"
+"要原地检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector3(0, "
+"0, 0)[/code] 并在同一[b]物理帧[/b]中调用 [method force_shapecast_update]。这"
+"样也能克服将 [Area2D] 用于连续碰撞检测的一些限制,[Area3D] 节点通常需要等待几"
+"帧才能获取碰撞信息,而使用信号则会产生不必要的复杂度。\n"
+"这个节点可以检测到多个碰撞对象,但通常只用于检测第一次碰撞。\n"
+"[b]注意:[/b]形状投射所需的计算量比光线投射更大。"
+
+msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [CollisionObject3D] node."
msgstr "添加碰撞例外,让该形状不再汇报与指定 [CollisionObject3D] 节点的碰撞。"
@@ -96137,6 +99949,46 @@ msgid ""
msgstr "使用 FABRIK 操纵一系列 [Bone2D] 到达某个目标的修改器。"
msgid ""
+"This [SkeletonModification2D] uses an algorithm called Forward And Backward "
+"Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it "
+"reaches a target.\n"
+"FABRIK works by knowing the positions and lengths of a series of bones, "
+"typically called a \"bone chain\". It first starts by running a forward "
+"pass, which places the final bone at the target's position. Then all other "
+"bones are moved towards the tip bone, so they stay at the defined bone "
+"length away. Then a backwards pass is performed, where the root/first bone "
+"in the FABRIK chain is placed back at the origin. Then all other bones are "
+"moved so they stay at the defined bone length away. This positions the bone "
+"chain so that it reaches the target when possible, but all of the bones stay "
+"the correct length away from each other.\n"
+"Because of how FABRIK works, it often gives more natural results than those "
+"seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle "
+"constraints, which are fully taken into account when solving.\n"
+"[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are "
+"the data objects that hold the data for each joint in the FABRIK chain. This "
+"is different from [Bone2D] nodes! FABRIK joints hold the data needed for "
+"each [Bone2D] in the bone chain used by FABRIK.\n"
+"To help control how the FABRIK joints move, a magnet vector can be passed, "
+"which can nudge the bones in a certain direction prior to solving, giving a "
+"level of control over the final result."
+msgstr ""
+"这种 [SkeletonModification2D] 使用的是名为前后延伸反向运动学(Forward And "
+"Backward Reaching Inverse Kinematics)的算法,即 FABRIK,能够对一条骨骼链进行"
+"旋转,从而抵达目标。\n"
+"FABRIK 需要先拿到一系列骨骼的位置和长度,这组骨骼通常称作“骨骼链”。它首先会做"
+"一次向前处理,将最终的骨骼放置在目标的位置。然后让所有其他骨骼朝尖端骨骼移"
+"动,恢复原有的骨骼长度。然后再做一次向后处理,将 FABRIK 链中的根/第一根骨骼放"
+"回原点。然后移动所有其他骨骼,恢复原有的骨骼长度。这样就尽可能地让骨骼链抵达"
+"了目标,并且所有骨骼之间的长度仍然为正确的长度。\n"
+"由于 FABRIK 的工作原理,它通常比 [SkeletonModification2DCCDIK] 得到的结果更加"
+"自然。FABRIK 还支持角度约束,在求解过程中会完全遵守这些约束。\n"
+"[b]注意:[/b]FABRIK 修改器具有关节属性 [code]fabrik_joints[/code],里面是存"
+"放 FABRIK 链中各个关节数据的数据对象。关节和 [Bone2D] 是两码事!FABRIK 关节存"
+"放的是 FABRIK 所使用的骨骼链中每根 [Bone2D] 所需的数据。\n"
+"可以传入磁铁向量来帮助控制 FABRIK 关节的移动,会在求解前让骨骼朝某个方向做略"
+"微的移动,对最终结果进行微调。"
+
+msgid ""
"Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]."
msgstr "返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点。"
@@ -96453,6 +100305,13 @@ msgstr ""
"的 [PhysicalBone2D] 节点,这允许 [Bone2D] 节点对物理做出反应。\n"
"实验性的。物理骨骼在未来可能会被改变,以便自行执行 [Bone2D] 的位置更新。"
+msgid ""
+"Empties the list of [PhysicalBone2D] nodes and populates it with all "
+"[PhysicalBone2D] nodes that are children of the [Skeleton2D]."
+msgstr ""
+"清空 [PhysicalBone2D] 节点列表,并使用该 [Skeleton2D] 节点的所有 "
+"[PhysicalBone2D] 子节点填充该列表。"
+
msgid "Returns the [PhysicalBone2D] node at [param joint_idx]."
msgstr "返回位于 [param joint_idx] 的 [PhysicalBone2D] 节点。"
@@ -101688,6 +105547,13 @@ msgstr ""
"设置所有选项卡应被限制的最大宽度。如果设置为 [code]0[/code],则无限制。"
msgid ""
+"If [code]true[/code], the tab offset will be changed to keep the currently "
+"selected tab visible."
+msgstr ""
+"如果为 [code]true[/code],则会更改选项卡偏移量,从而保持当前选中的选项卡可"
+"见。"
+
+msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
msgstr "如果为 [code]true[/code],鼠标的滚轮可用于导航滚动视图。"
@@ -103889,6 +107755,33 @@ msgid "Returns [code]true[/code] if locale is right-to-left."
msgstr "如果区域设置为从右至左,则返回 [code]true[/code]。"
msgid ""
+"Returns [code]true[/code] if [param string] is a valid identifier.\n"
+"If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] "
+"feature, a valid identifier must:\n"
+"- Conform to normalization form C.\n"
+"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n"
+"- May contain Unicode characters of class XID_Continue in the other "
+"positions.\n"
+"- Use UAX #31 recommended scripts only (mixed scripts are allowed).\n"
+"If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a "
+"valid identifier must:\n"
+"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n"
+"- May contain Unicode characters of class XID_Continue in the other "
+"positions."
+msgstr ""
+"如果 [param string] 为有效的标识符,则返回 [code]true[/code]。\n"
+"如果文字服务器支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识"
+"符必须:\n"
+"- 遵循 C 范式。\n"
+"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n"
+"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。\n"
+"- 仅使用 UAX #31 推荐的文字(允许混合文字)。\n"
+"如果不支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符必"
+"须:\n"
+"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n"
+"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。"
+
+msgid ""
"Loads optional TextServer database (e.g. ICU break iterators and "
"dictionaries).\n"
"[b]Note:[/b] This function should be called before any other TextServer "
@@ -104658,6 +108551,46 @@ msgstr ""
"文本服务器,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂排版和上下文 "
"OpenType 特性。"
+msgid "A dummy text server that can't render text or manage fonts."
+msgstr "虚设的文本服务器,无法渲染文本或管理字体。"
+
+msgid ""
+"A dummy [TextServer] interface that doesn't do anything. Useful for freeing "
+"up memory when rendering text is not needed, as text servers are resource-"
+"intensive. It can also be used for performance comparisons in complex GUIs "
+"to check the impact of text rendering.\n"
+"A dummy text server is always available at the start of a project. Here's "
+"how to access it:\n"
+"[codeblock]\n"
+"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n"
+"if dummy_text_server != null:\n"
+" TextServerManager.set_primary_interface(dummy_text_server)\n"
+" # If the other text servers are unneeded, they can be removed:\n"
+" for i in TextServerManager.get_interface_count():\n"
+" var text_server = TextServerManager.get_interface(i)\n"
+" if text_server != dummy_text_server:\n"
+" TextServerManager.remove_interface(text_server)\n"
+"[/codeblock]\n"
+"The command line argument [code]--text-driver Dummy[/code] (case-sensitive) "
+"can be used to force the \"Dummy\" [TextServer] on any project."
+msgstr ""
+"虚设的 [TextServer] 接口,不做任何事情。可以在不需要渲染文本时释放内存,因为"
+"文本服务器极其消耗资源。也可以用来比较复杂 GUI 的性能,检查文本渲染带来的影"
+"响。\n"
+"虚设的文本服务器在项目开始后始终可用。访问方法如下:\n"
+"[codeblock]\n"
+"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n"
+"if dummy_text_server != null:\n"
+" TextServerManager.set_primary_interface(dummy_text_server)\n"
+" # 如果不需要其他文本服务器,就可以移除:\n"
+" for i in TextServerManager.get_interface_count():\n"
+" var text_server = TextServerManager.get_interface(i)\n"
+" if text_server != dummy_text_server:\n"
+" TextServerManager.remove_interface(text_server)\n"
+"[/codeblock]\n"
+"可以使用命令行参数 [code]--text-driver Dummy[/code](大小写敏感)来强制项目使"
+"用“Dummy(虚设)”[TextServer]。"
+
msgid "Base class for TextServer custom implementations (plugins)."
msgstr "TextServer 自定义实现(插件)的基类。"
@@ -105088,6 +109021,9 @@ msgstr ""
msgid "Called when the [TextureLayered]'s format is queried."
msgstr "查询该 [TextureLayered] 的格式时被调用。"
+msgid "Called when the [TextureLayered]'s height is queried."
+msgstr "查询该 [TextureLayered] 的高度时被调用。"
+
msgid "Called when the data for a layer in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 中某一层的数据时被调用。"
@@ -107034,6 +110970,17 @@ msgstr ""
"物理层能够为图集图块分配碰撞多边形。"
msgid ""
+"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] "
+"is not -1, also set its source ID. Otherwise, a unique identifier is "
+"automatically generated.\n"
+"The function returns the added source ID or -1 if the source could not be "
+"added."
+msgstr ""
+"在 TileSet 中添加 [TileSetSource]。如果 [param atlas_source_id_override] 不"
+"为 -1,则还会设置其源 ID。否则会自动生成唯一标识符。\n"
+"函数返回添加的源 ID,如果无法添加源则返回 -1。"
+
+msgid ""
"Adds a new terrain to the given terrain set [param terrain_set] at the given "
"position [param to_position] in the array. If [param to_position] is -1, "
"adds it at the end of the array."
@@ -107377,6 +111324,23 @@ msgid "Changes a source's ID."
msgstr "更改源的 ID。"
msgid ""
+"Creates a source-level proxy for the given source ID. A proxy will map set "
+"of tile identifiers to another set of identifiers. Both the atlas "
+"coordinates ID and the alternative tile ID are kept the same when using "
+"source-level proxies.\n"
+"This can be used to replace a source in all TileMaps using this TileSet, as "
+"TileMap nodes will find and use the proxy's target source when one is "
+"available.\n"
+"Proxied tiles can be automatically replaced in TileMap nodes using the "
+"editor."
+msgstr ""
+"为给定的源 ID 创建源级代理。代理会将一组图块标识符映射到另一组标识符。使用源"
+"级代理时,图集坐标 ID 和备选图块 ID 均保持不变。\n"
+"可以用来替换使用此 TileSet 的所有 TileMap 中的某个源,因为 TileMap 节点将在目"
+"标源可用时找到并使用代理的目标源。\n"
+"可以使用编辑器自动替换 TileMap 节点中的代理图块。"
+
+msgid ""
"Sets a terrain's color. This color is used for identifying the different "
"terrains in the TileSet editor."
msgstr "设置地形的颜色。该颜色用于在 TileSet 编辑器中区分不同的地形。"
@@ -108263,6 +112227,21 @@ msgstr "星期六,使用数字 [code]6[/code] 表示。"
msgid "A countdown timer."
msgstr "倒数计时器。"
+msgid ""
+"Counts down a specified interval and emits a signal on reaching 0. Can be "
+"set to repeat or \"one-shot\" mode.\n"
+"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher "
+"scale means quicker timeouts, and vice versa.\n"
+"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
+"[method SceneTree.create_timer]."
+msgstr ""
+"使用指定的间隔进行倒计时,并在到达 0 时发出信号。可以设置为重复或“一次性”模"
+"式。\n"
+"[b]注意:[/b]计时器会受到 [member Engine.time_scale] 的影响,缩放值越高超时越"
+"快,反之亦然。\n"
+"[b]注意:[/b]如果想要创建一次性定时器,不实例化节点,请使用 [method "
+"SceneTree.create_timer]。"
+
msgid "Returns [code]true[/code] if the timer is stopped."
msgstr "如果定时器被停止,返回 [code]true[/code]。"
@@ -113002,6 +116981,22 @@ msgstr ""
"[/codeblock]"
msgid ""
+"Gets the remainder of each component of the [Vector2i] with the given [int]. "
+"This operation uses truncated division, which is often not desired as it "
+"does not work well with negative numbers. Consider using [method "
+"@GlobalScope.posmod] instead if you want to handle negative numbers.\n"
+"[codeblock]\n"
+"print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n"
+"[/codeblock]"
+msgstr ""
+"获取该 [Vector2i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除"
+"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 "
+"[method @GlobalScope.posmod]。\n"
+"[codeblock]\n"
+"print(Vector2i(10, -20) % 7) # 输出 \"(3, -6)\"\n"
+"[/codeblock]"
+
+msgid ""
"Multiplies each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
@@ -113480,6 +117475,22 @@ msgstr ""
"[/codeblock]"
msgid ""
+"Gets the remainder of each component of the [Vector3i] with the given [int]. "
+"This operation uses truncated division, which is often not desired as it "
+"does not work well with negative numbers. Consider using [method "
+"@GlobalScope.posmod] instead if you want to handle negative numbers.\n"
+"[codeblock]\n"
+"print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n"
+"[/codeblock]"
+msgstr ""
+"获取该 [Vector3i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除"
+"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 "
+"[method @GlobalScope.posmod]。\n"
+"[codeblock]\n"
+"print(Vector3i(10, -20, 30) % 7) # 输出 \"(3, -6, 2)\"\n"
+"[/codeblock]"
+
+msgid ""
"Multiplies each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
@@ -114774,6 +118785,14 @@ msgid ""
msgstr "设置或清除碰撞掩码上的比特位。可以简化 [Viewport] 层的编辑。"
msgid ""
+"Stops the input from propagating further down the [SceneTree].\n"
+"[b]Note:[/b] This does not affect the methods in [Input], only the way "
+"events are propagated."
+msgstr ""
+"让输入停止继续沿着 [SceneTree] 向下传播。\n"
+"[b]注意:[/b]不会影响 [Input] 中的方法,只会影响事件的传播。"
+
+msgid ""
"Sets the number of subdivisions to use in the specified quadrant. A higher "
"number of subdivisions allows you to have more shadows in the scene at once, "
"but reduces the quality of the shadows. A good practice is to have quadrants "
@@ -114867,6 +118886,21 @@ msgid ""
msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。"
msgid ""
+"If [code]true[/code], this viewport will mark incoming input events as "
+"handled by itself. If [code]false[/code], this is instead done by the first "
+"parent viewport that is set to handle input locally.\n"
+"A [SubViewportContainer] will automatically set this property to "
+"[code]false[/code] for the [Viewport] contained inside of it.\n"
+"See also [method set_input_as_handled] and [method is_input_handled]."
+msgstr ""
+"如果为 [code]true[/code],则这个视口会把收到的输入事件标记为已被自身处理。如"
+"果为 [code]false[/code],则由第一个设置本地处理输入的父级视口进行这样的操"
+"作。\n"
+"[SubViewportContainer] 会自动将其包含的 [Viewport] 的这个属性设置为 "
+"[code]false[/code]。\n"
+"另见 [method set_input_as_handled] 和 [method is_input_handled]。"
+
+msgid ""
"The automatic LOD bias to use for meshes rendered within the [Viewport] "
"(this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher "
"values will use less detailed versions of meshes that have LOD variations "
@@ -115193,6 +119227,29 @@ msgid ""
"Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum."
msgstr "代表 [enum PositionalShadowAtlasQuadrantSubdiv] 枚举的大小。"
+msgid ""
+"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
+"be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] "
+"will result in undersampling while values greater than [code]1.0[/code] will "
+"result in supersampling. A value of [code]1.0[/code] disables scaling."
+msgstr ""
+"对该视口的 3D 缓冲区使用双线性缩放。缩放的程度可以使用 [member "
+"scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会产生欠采样的效果,大于 "
+"[code]1.0[/code] 会产生超采样的效果。值为 [code]1.0[/code] 时禁用缩放。"
+
+msgid ""
+"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
+"buffer. The amount of scaling can be set using [member scaling_3d_scale]. "
+"Values less than [code]1.0[/code] will be result in the viewport being "
+"upscaled using FSR. Values greater than [code]1.0[/code] are not supported "
+"and bilinear downsampling will be used instead. A value of [code]1.0[/code] "
+"disables scaling."
+msgstr ""
+"对该视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 升采样技术。缩放的程度可"
+"以使用 [member scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会使用 FSR "
+"进行放大。不支持大于 [code]1.0[/code] 的值,会改用双线性降采样。值为 "
+"[code]1.0[/code] 时禁用缩放。"
+
msgid "Represents the size of the [enum Scaling3DMode] enum."
msgstr "代表 [enum Scaling3DMode] 枚举的大小。"
@@ -115313,6 +119370,24 @@ msgstr "代表 [enum VRSMode] 枚举的大小。"
msgid "Texture which displays the content of a [Viewport]."
msgstr "显示 [Viewport] 内容的纹理。"
+msgid ""
+"Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can "
+"be used to mix controls, 2D, and 3D elements in the same scene.\n"
+"To create a ViewportTexture in code, use the [method Viewport.get_texture] "
+"method on the target viewport.\n"
+"[b]Note:[/b] When local to scene, this texture uses [method Resource."
+"setup_local_to_scene] to set the proxy texture and flags in the local "
+"viewport. Local to scene viewport textures will return incorrect data until "
+"the scene root is ready (see [signal Node.ready])."
+msgstr ""
+"将 [Viewport] 节点的内容显示为一个动态 [Texture2D]。可用于在同一场景中混合控"
+"件、2D 和 3D 元素。\n"
+"要在代码中创建 ViewportTexture,请在目标视口上使用 [method Viewport."
+"get_texture] 方法。\n"
+"[b]注意:[/b]当局部于场景时,该纹理使用 [method Resource."
+"setup_local_to_scene] 在局部视口中设置代理纹理和标志。局部于场景的视口纹理在"
+"场景根节点就绪前返回的是不正确的数据(见 [signal Node.ready])。"
+
msgid "Automatically disables another node if not visible on screen."
msgstr "某个节点在屏幕上不可见时自动禁用该节点。"
@@ -115527,6 +119602,23 @@ msgstr ""
"和 20 之间的给定 [param layer_number] 指定。"
msgid ""
+"The render layer(s) this [VisualInstance3D] is drawn on.\n"
+"This object will only be visible for [Camera3D]s whose cull mask includes "
+"any of the render layers this [VisualInstance3D] is set to.\n"
+"For [Light3D]s, this can be used to control which [VisualInstance3D]s are "
+"affected by a specific light. For [GPUParticles3D], this can be used to "
+"control which particles are effected by a specific attractor. For [Decal]s, "
+"this can be used to control which [VisualInstance3D]s are affected by a "
+"specific decal."
+msgstr ""
+"这个 [VisualInstance3D] 要绘制到的渲染层。\n"
+"[Camera3D] 的剔除掩码包含这个 [VisualInstance3D] 所设置的任何渲染层时,这个对"
+"象才在该相机中可见。\n"
+"对于 [Light3D],可以用于控制指定的灯光能够影响哪些 [VisualInstance3D]。对于 "
+"[GPUParticles3D],可以用于控制哪些粒子受到吸引器的影响。对于 [Decal],可以用"
+"于控制哪些 [VisualInstance3D] 受到指定贴花的影响。"
+
+msgid ""
"The amount by which the depth of this [VisualInstance3D] will be adjusted "
"when sorting by depth. Uses the same units as the engine (which are "
"typically meters). Adjusting it to a higher value will make the "
@@ -117963,6 +122055,13 @@ msgid "Sets the texture repeating mode. See [enum TextureRepeat] for options."
msgstr "设置纹理重复模式。选项见 [enum TextureRepeat]。"
msgid ""
+"Sets the texture source mode. Used for reading from the screen, depth, or "
+"normal_roughness texture. See [enum TextureSource] for options."
+msgstr ""
+"设置纹理源的模式。用于读取 screen(屏幕)、depth(深度)或 normal_roughness"
+"(法线粗糙度)纹理。选项见 [enum TextureSource]。"
+
+msgid ""
"Adds [code]source_color[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
@@ -120988,6 +125087,18 @@ msgstr ""
"不会在系统窗口管理器的窗口列表中显示为单独的窗口,并且会在单击它们之外的任何"
"位置时发送关闭请求(除非启用了 [member exclusive])。"
+msgid ""
+"The window's position in pixels.\n"
+"If [member ProjectSettings.display/window/subwindows/embed_subwindows] is "
+"[code]false[/code], the position is in absolute screen coordinates. This "
+"typically applies to editor plugins. If the setting is [code]false[/code], "
+"the window's position is in the coordinates of its parent [Viewport]."
+msgstr ""
+"该窗口的位置,单位为像素。\n"
+"如果 [member ProjectSettings.display/window/subwindows/embed_subwindows] 为 "
+"[code]false[/code],则该位置使用屏幕绝对坐标。通常适用于编辑器插件。如果该设"
+"置项为 [code]false[/code],则该窗口的位置使用其父 [Viewport] 中的坐标。"
+
msgid "The window's size in pixels."
msgstr "该窗口的大小,单位为像素。"
@@ -121215,6 +125326,15 @@ msgstr ""
"multiple_resolutions.html]多分辨率[/url]。"
msgid ""
+"The window can't be resized 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 window do not have native title bar and other decorations. This flag is "
"ignored for full-screen windows. Set with [member borderless]."
msgstr ""
@@ -121247,6 +125367,19 @@ msgstr ""
"unfocusable] 设置。"
msgid ""
+"Window is part of menu or [OptionButton] dropdown. This flag can't be "
+"changed when the window is visible. An active popup window will exclusively "
+"receive all input, without stealing focus from its parent. Popup windows are "
+"automatically closed when uses click outside it, or when an application is "
+"switched. Popup window must have transient parent set (see [member "
+"transient])."
+msgstr ""
+"窗口为菜单或 [OptionButton] 下来菜单的一部分。窗口可见时无法更改这个标志。活"
+"动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。用户在区域"
+"外点击或切换应用程序时,弹出窗口会自动关闭。弹出窗口必须设置临时父级(见 "
+"[member transient])。"
+
+msgid ""
"Window content is expanded to the full size of the window. Unlike borderless "
"window, the frame is left intact and can be used to resize the window, title "
"bar is transparent, but have minimize/maximize/close buttons. Set with "
@@ -121541,6 +125674,20 @@ msgstr ""
msgid "An X509 certificate (e.g. for TLS)."
msgstr "X509 证书(例如用于 TLS)。"
+msgid ""
+"The X509Certificate class represents an X509 certificate. Certificates can "
+"be loaded and saved like any other [Resource].\n"
+"They can be used as the server certificate in [method StreamPeerTLS."
+"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
+"certificate that should be accepted when connecting to a TLS server via "
+"[method StreamPeerTLS.connect_to_stream]."
+msgstr ""
+"X509Certificate 类代表 X509 证书。证书可以像其他的 [Resource] 资源一样加载和"
+"保存。\n"
+"可以用作 [method StreamPeerTLS.accept_stream] 中的服务器证书(搭配正确的 "
+"[CryptoKey]),也可以用于指定通过 [method StreamPeerTLS.connect_to_stream] 连"
+"接到 TLS 服务器时应该接受的唯一证书。"
+
msgid "Loads a certificate from [param path] (\"*.crt\" file)."
msgstr "从路径 [param path] 加载证书(“*.crt”文件)。"
@@ -121871,6 +126018,18 @@ msgstr ""
"题。"
msgid ""
+"Returns the transform for a view/eye.\n"
+"[param view] is the view/eye index.\n"
+"[param cam_transform] is the transform that maps device coordinates to scene "
+"coordinates, typically the [member Node3D.global_transform] of the current "
+"XROrigin3D."
+msgstr ""
+"返回视图/眼睛的变换。\n"
+"[param view] 是视图/眼睛的索引。\n"
+"[param cam_transform] 是将设备坐标映射至场景坐标的变换,通常是当前 "
+"XROrigin3D 的 [member Node3D.global_transform]。"
+
+msgid ""
"Returns the number of views that need to be rendered for this device. 1 for "
"Monoscopic, 2 for Stereoscopic."
msgstr "返回该设备渲染所需的视图数量。1 代表单目平面视图,2 代表双目立体视图。"
@@ -122085,6 +126244,13 @@ msgstr "玩家处于坐姿,提供有限的位置跟踪,玩家周围有固定
msgid "Player is free to move around, full positional tracking."
msgstr "玩家可以自由移动,提供完整的位置跟踪。"
+msgid ""
+"Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the "
+"center of the physical space, [method XRServer.center_on_hmd] disabled."
+msgstr ""
+"与 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原点固定在物理空间的中心,禁"
+"用 [method XRServer.center_on_hmd]。"
+
msgid "Opaque blend mode. This is typically used for VR devices."
msgstr "不透明混合模式。通常用于 VR 设备。"
@@ -122209,6 +126375,21 @@ msgstr ""
"[code]true[/code]。如果用户摘下头戴式设备,XR 接口可能会返回 [code]false[/"
"code],我们可以暂停渲染。"
+msgid ""
+"Called if this [XRInterfaceExtension] is active before rendering starts. "
+"Most XR interfaces will sync tracking at this point in time."
+msgstr ""
+"如果这个 [XRInterfaceExtension] 在渲染开始前处于激活状态,则会调用这个函数,"
+"大多数 XR 接口都会在此时进行追踪同步。"
+
+msgid ""
+"Called if this [XRInterfaceExtension] is active before our physics and game "
+"process is called. Most XR interfaces will update its [XRPositionalTracker]s "
+"at this point in time."
+msgstr ""
+"如果这个 [XRInterfaceExtension] 在调用我们的物理和游戏处理前处于激活状态,则"
+"会调用这个函数。大多数 XR 接口都会在此时更新其 [XRPositionalTracker]。"
+
msgid "Enables anchor detection on this interface if supported."
msgstr "如果支持,则在此接口上启用锚点检测。"