diff options
Diffstat (limited to 'doc')
112 files changed, 1275 insertions, 1742 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 41836650cd..7e7cb07cef 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -494,7 +494,7 @@ <return type="bool" /> <param index="0" name="x" type="float" /> <description> - Returns whether [code]x[/code] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity. + Returns whether [param x] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity. </description> </method> <method name="is_inf"> @@ -529,7 +529,7 @@ <return type="bool" /> <param index="0" name="x" type="float" /> <description> - Returns [code]true[/code] if [param x] is zero or almost zero. + Returns [code]true[/code] if [param x] is zero or almost zero. The comparison is done using a tolerance calculation with a small internal epsilon. This function is faster than using [method is_equal_approx] with one value as zero. </description> </method> diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index e20fb71c7e..cd9c0cee98 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -7,7 +7,6 @@ [AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel. After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor. To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time. - [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index a33ec2f6dc..6e3345b675 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -49,6 +49,13 @@ When inheriting from [AnimationRootNode], implement this virtual method to return whether the blend tree editor should display filter editing on this node. </description> </method> + <method name="_is_parameter_read_only" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="parameter" type="StringName" /> + <description> + When inheriting from [AnimationRootNode], implement this virtual method to return whether the [param parameter] is read-only. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. + </description> + </method> <method name="_process" qualifiers="virtual const"> <return type="float" /> <param index="0" name="time" type="float" /> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 14abc34992..9e8193868c 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -28,6 +28,12 @@ </member> </members> <constants> + <constant name="ONE_SHOT_REQUEST_NONE" value="0" enum="OneShotRequest"> + </constant> + <constant name="ONE_SHOT_REQUEST_FIRE" value="1" enum="OneShotRequest"> + </constant> + <constant name="ONE_SHOT_REQUEST_ABORT" value="2" enum="OneShotRequest"> + </constant> <constant name="MIX_MODE_BLEND" value="0" enum="MixMode"> </constant> <constant name="MIX_MODE_ADD" value="1" enum="MixMode"> diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 8f53ef0dcf..7e01be12c4 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -50,11 +50,19 @@ Returns [code]true[/code] if an animation is playing. </description> </method> + <method name="next"> + <return type="void" /> + <description> + If there is a next path by travel or auto advance, immediately transitions from the current state to the next state. + </description> + </method> <method name="start"> <return type="void" /> <param index="0" name="node" type="StringName" /> + <param index="1" name="reset" type="bool" default="true" /> <description> Starts playing the given animation. + If [param reset] is [code]true[/code], the animation is played from the beginning. </description> </method> <method name="stop"> @@ -66,8 +74,11 @@ <method name="travel"> <return type="void" /> <param index="0" name="to_node" type="StringName" /> + <param index="1" name="reset_on_teleport" type="bool" default="true" /> <description> Transitions from the current state to another one, following the shortest path. + If the path does not connect from the current state, the animation will play after the state teleports. + If [param reset_on_teleport] is [code]true[/code], the animation is played from the beginning when the travel cause a teleportation. </description> </method> </methods> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index 814b2d0052..eee25fad7c 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -28,6 +28,9 @@ <member name="priority" type="int" setter="set_priority" getter="get_priority" default="1"> Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is set to [constant ADVANCE_MODE_AUTO]. </member> + <member name="reset" type="bool" setter="set_reset" getter="is_reset" default="true"> + If [code]true[/code], the destination animation is played back from the beginning when switched. + </member> <member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0"> The transition type. </member> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index f6e2fc5eb2..bca94a568a 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -12,6 +12,12 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> + <method name="find_input_caption" qualifiers="const"> + <return type="int" /> + <param index="0" name="caption" type="String" /> + <description> + </description> + </method> <method name="get_input_caption" qualifiers="const"> <return type="String" /> <param index="0" name="input" type="int" /> @@ -43,7 +49,7 @@ <member name="enabled_inputs" type="int" setter="set_enabled_inputs" getter="get_enabled_inputs" default="0"> The number of enabled input ports for this node. </member> - <member name="from_start" type="bool" setter="set_from_start" getter="is_from_start" default="true"> + <member name="reset" type="bool" setter="set_reset" getter="is_reset" default="true"> If [code]true[/code], the destination animation is played back from the beginning when switched. </member> <member name="xfade_curve" type="Curve" setter="set_xfade_curve" getter="get_xfade_curve"> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index ca0cbf0ca1..304caeef43 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -208,9 +208,11 @@ </method> <method name="stop"> <return type="void" /> + <param index="0" name="keep_state" type="bool" default="false" /> <description> - Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. - See also [method pause]. + Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. See also [method pause]. + If [param keep_state] is [code]true[/code], the animation state is not updated visually. + [b]Note:[/b] The method / audio / animation playback tracks will not be processed by this method. </description> </method> </methods> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 21ccf79fe2..ce4d7693d8 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -679,7 +679,7 @@ </description> </operator> <operator name="operator []"> - <return type="void" /> + <return type="Variant" /> <param index="0" name="index" type="int" /> <description> Returns a reference to the element of type [Variant] at the specified location. Arrays start at index 0. [param index] can be a zero or positive value to start from the beginning, or a negative value to start from the end. Out-of-bounds array access causes a run-time error, which will result in an error being printed and the project execution pausing if run from the editor. diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index f7764d5e32..7b86afcc4c 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -65,11 +65,15 @@ <param index="1" name="arrays" type="Array" /> <param index="2" name="blend_shapes" type="Array[]" default="[]" /> <param index="3" name="lods" type="Dictionary" default="{}" /> - <param index="4" name="compress_flags" type="int" enum="Mesh.ArrayFormat" default="0" /> - <description> - Creates a new surface. - Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. - The [param arrays] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + <param index="4" name="flags" type="int" enum="Mesh.ArrayFormat" default="0" /> + <description> + Creates a new surface. [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. + Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType]. + The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code]. + The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used. + The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]. + [b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles. </description> </method> <method name="clear_blend_shapes"> diff --git a/doc/classes/BackBufferCopy.xml b/doc/classes/BackBufferCopy.xml index b2c5a1756f..be4a649b50 100644 --- a/doc/classes/BackBufferCopy.xml +++ b/doc/classes/BackBufferCopy.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="BackBufferCopy" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function. + Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts using the screen texture (i.e. a uniform sampler with ``hint_screen_texture``). </brief_description> <description> - Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer. + Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the screen texture in your shader scripts to access the buffer. [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children. </description> <tutorials> diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index aedb8f4420..68f62d1c00 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -70,7 +70,7 @@ [Shortcut] associated to the button. </member> <member name="shortcut_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback" default="true"> - If [code]true[/code], the button will appear pressed when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate the button without appearing to press the button. + If [code]true[/code], the button will highlight for a short amount of time when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate without any visual feedback. </member> <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true"> If [code]true[/code], the button will add information about its shortcut in the tooltip. diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml index f29525038e..dd01de3607 100644 --- a/doc/classes/BoneAttachment3D.xml +++ b/doc/classes/BoneAttachment3D.xml @@ -16,19 +16,6 @@ Returns the [NodePath] to the external [Skeleton3D] node, if one has been set. </description> </method> - <method name="get_override_mode" qualifiers="const" is_deprecated="true"> - <return type="int" /> - <description> - Deprecated. Local pose overrides will be removed. - Returns the override mode for the BoneAttachment3D node (0=global / 1=local). - </description> - </method> - <method name="get_override_pose" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the BoneAttachment3D node is overriding the bone pose of the bone it's attached to. - </description> - </method> <method name="get_use_external_skeleton" qualifiers="const"> <return type="bool" /> <description> @@ -49,21 +36,6 @@ Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code]. </description> </method> - <method name="set_override_mode" is_deprecated="true"> - <return type="void" /> - <param index="0" name="override_mode" type="int" /> - <description> - Deprecated. Local pose overrides will be removed. - Sets the override mode for the BoneAttachment3D node (0=global / 1=local). The override mode defines which of the bone poses the BoneAttachment3D node will override. - </description> - </method> - <method name="set_override_pose"> - <return type="void" /> - <param index="0" name="override_pose" type="bool" /> - <description> - Sets whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. - </description> - </method> <method name="set_use_external_skeleton"> <return type="void" /> <param index="0" name="use_external_skeleton" type="bool" /> @@ -79,5 +51,8 @@ <member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default=""""> The name of the attached bone. </member> + <member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false"> + Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform. + </member> </members> </class> diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index d1fdaef29c..79e65f3472 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -14,7 +14,7 @@ func test(): var callable = Callable(self, "print_args") callable.call("hello", "world") # Prints "hello world ". - callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(Node.gd)::print_args". + callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(node.gd)::print_args". callable.call("invalid") # Invalid call, should have at least 2 arguments. [/gdscript] [csharp] diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml index 37827defec..6eeff8fef3 100644 --- a/doc/classes/CanvasGroup.xml +++ b/doc/classes/CanvasGroup.xml @@ -9,8 +9,10 @@ [codeblock] shader_type canvas_item; + uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; + void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); if (c.a > 0.0001) { c.rgb /= c.a; diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index fbab1d76a0..c3c768c12d 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -42,10 +42,12 @@ <param index="3" name="end_angle" type="float" /> <param index="4" name="point_count" type="int" /> <param index="5" name="color" type="Color" /> - <param index="6" name="width" type="float" default="1.0" /> + <param index="6" name="width" type="float" default="-1.0" /> <param index="7" name="antialiased" type="bool" default="false" /> <description> - Draws a unfilled arc between the given angles. The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. + Draws an unfilled arc between the given angles with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. + If [param width] is negative, then the arc is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the arc will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. + The arc is drawn from [param start_angle] towards the value of [param end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of [param start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] radians, then a full circle arc is drawn (i.e. arc will not overlap itself). </description> </method> <method name="draw_char" qualifiers="const"> @@ -95,11 +97,12 @@ <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> <param index="2" name="color" type="Color" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="dash" type="float" default="2.0" /> <param index="5" name="aligned" type="bool" default="true" /> <description> Draws a dashed line from a 2D point to another, with a given color and width. See also [method draw_multiline] and [method draw_polyline]. + If [param width] is negative, then a two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the line parts will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_end_animation"> @@ -130,10 +133,11 @@ <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> <param index="2" name="color" type="Color" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="antialiased" type="bool" default="false" /> <description> Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also [method draw_multiline] and [method draw_polyline]. + If [param width] is negative, then a two-point primitive will be drawn instead of a four-point one. This means that when the CanvasItem is scaled, the line will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_mesh"> @@ -165,18 +169,20 @@ <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="color" type="Color" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <description> Draws multiple disconnected lines with a uniform [param color]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline] instead. + 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]. </description> </method> <method name="draw_multiline_colors"> <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="colors" type="PackedColorArray" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <description> Draws multiple disconnected lines with a uniform [param width] and segment-by-segment coloring. Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline_colors] instead. + 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]. </description> </method> <method name="draw_multiline_string" qualifiers="const"> @@ -238,20 +244,22 @@ <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="color" type="Color" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <param index="3" name="antialiased" type="bool" default="false" /> <description> - Draws interconnected line segments with a uniform [param color] and [param width] and optional antialiasing. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon]. + 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 individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon]. + If [param width] is negative, the polyline is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_polyline_colors"> <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="colors" type="PackedColorArray" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <param index="3" name="antialiased" type="bool" default="false" /> <description> - Draws interconnected line segments with a uniform [param width] and segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon]. + Draws interconnected line segments with a uniform [param width] and segment-by-segment coloring, and optional antialiasing (supported only for positive [param width]). Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon]. + If [param width] is negative, then the polyline is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_primitive"> @@ -260,7 +268,6 @@ <param index="1" name="colors" type="PackedColorArray" /> <param index="2" name="uvs" type="PackedVector2Array" /> <param index="3" name="texture" type="Texture2D" default="null" /> - <param index="4" name="width" type="float" default="1.0" /> <description> Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also [method draw_line], [method draw_polyline], [method draw_polygon], and [method draw_rect]. </description> @@ -270,10 +277,12 @@ <param index="0" name="rect" type="Rect2" /> <param index="1" name="color" type="Color" /> <param index="2" name="filled" type="bool" default="true" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <description> 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. + 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]. [b]Note:[/b] [param width] is only effective if [param filled] is [code]false[/code]. + [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]). </description> </method> <method name="draw_set_transform"> diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index 3ceb8967a0..df40d2a4cf 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -132,12 +132,6 @@ Perform an indent as if the user activated the "ui_text_indent" action. </description> </method> - <method name="do_unindent"> - <return type="void" /> - <description> - Perform an unindent as if the user activated the "ui_text_unindent" action. - </description> - </method> <method name="fold_all_lines"> <return type="void" /> <description> @@ -423,7 +417,7 @@ <method name="unindent_lines"> <return type="void" /> <description> - Unindents selected lines, or in the case of no selection the caret line by one. + Unindents selected lines, or in the case of no selection the caret line by one. Same as performing "ui_text_unindent" action. </description> </method> <method name="update_code_completion_options"> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index c302963b92..31b5842930 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -216,13 +216,13 @@ <signal name="mouse_entered"> <description> Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> <signal name="mouse_exited"> <description> Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> </signals> @@ -232,7 +232,7 @@ Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode"> - When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode"> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 08964cf21d..7082eff97d 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -180,14 +180,14 @@ [codeblocks] [gdscript] func _make_custom_tooltip(for_text): - var tooltip = preload("res://SomeTooltipScene.tscn").instantiate() + var tooltip = preload("res://some_tooltip_scene.tscn").instantiate() tooltip.get_node("Label").text = for_text return tooltip [/gdscript] [csharp] public override Godot.Control _MakeCustomTooltip(String forText) { - Node tooltip = ResourceLoader.Load<PackedScene>("res://SomeTooltipScene.tscn").Instantiate(); + Node tooltip = ResourceLoader.Load<PackedScene>("res://some_tooltip_scene.tscn").Instantiate(); tooltip.GetNode<Label>("Label").Text = forText; return tooltip; } @@ -196,12 +196,12 @@ </description> </method> <method name="_structured_text_parser" qualifiers="virtual const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="args" type="Array" /> <param index="1" name="text" type="String" /> <description> User defined BiDi algorithm override function. - Returns an [Array] of [Vector2i] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately. + Returns an [Array] of [Vector3i] text ranges and text base directions, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately. </description> </method> <method name="accept_event"> diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml index 32dc8f673b..66d2280280 100644 --- a/doc/classes/ConvexPolygonShape3D.xml +++ b/doc/classes/ConvexPolygonShape3D.xml @@ -4,7 +4,7 @@ Convex polygon shape resource for 3D physics. </brief_description> <description> - 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. + 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape3D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. [b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time. [b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape. </description> diff --git a/doc/classes/DTLSServer.xml b/doc/classes/DTLSServer.xml index 9af8be99ef..457513b8aa 100644 --- a/doc/classes/DTLSServer.xml +++ b/doc/classes/DTLSServer.xml @@ -8,7 +8,7 @@ Below a small example of how to use it: [codeblocks] [gdscript] - # ServerNode.gd + # server_node.gd extends Node var dtls := DTLSServer.new() @@ -86,7 +86,7 @@ [/codeblocks] [codeblocks] [gdscript] - # ClientNode.gd + # client_node.gd extends Node var dtls := PacketPeerDTLS.new() diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 5da6cf8102..832adb6e98 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -1694,7 +1694,10 @@ Use [method window_get_safe_title_margins] to determine area under the title bar that is not covered by decorations. [b]Note:[/b] This flag is implemented on macOS. </constant> - <constant name="WINDOW_FLAG_MAX" value="7" enum="WindowFlags"> + <constant name="WINDOW_FLAG_MOUSE_PASSTHROUGH" value="7" enum="WindowFlags"> + All mouse events are passed to the underlying window of the same application. + </constant> + <constant name="WINDOW_FLAG_MAX" value="8" enum="WindowFlags"> Max value of the [enum WindowFlags]. </constant> <constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent"> diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index e8df6ae7fe..5f33c68a7d 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -71,12 +71,6 @@ This will not import the file. To reimport, call [method reimport_files] or [method scan] methods. </description> </method> - <method name="update_script_classes"> - <return type="void" /> - <description> - Scans the script files and updates the list of custom class names. - </description> - </method> </methods> <signals> <signal name="filesystem_changed"> @@ -96,6 +90,11 @@ Emitted if at least one resource is reloaded when the filesystem is scanned. </description> </signal> + <signal name="script_classes_updated"> + <description> + Emitted when the list of global script classes gets updated. + </description> + </signal> <signal name="sources_changed"> <param index="0" name="exist" type="bool" /> <description> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index b44c1d7ffa..370be8e9f3 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -143,7 +143,7 @@ [gdscript] func _forward_canvas_draw_over_viewport(overlay): # Draw a circle at cursor position. - overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.white) + overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE) func _forward_canvas_gui_input(event): if event is InputEventMouseMotion: @@ -347,7 +347,7 @@ [codeblock] func _set_state(data): zoom = data.get("zoom", 1.0) - preferred_color = data.get("my_color", Color.white) + preferred_color = data.get("my_color", Color.WHITE) [/codeblock] </description> </method> @@ -359,7 +359,7 @@ [codeblock] func _set_window_layout(configuration): $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2()) - $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.white) + $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.WHITE) [/codeblock] </description> </method> @@ -467,6 +467,14 @@ See [method add_inspector_plugin] for an example of how to register a plugin. </description> </method> + <method name="add_resource_conversion_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorResourceConversionPlugin" /> + <description> + Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins are used to add custom resource converters to the editor inspector. + See [EditorResourceConversionPlugin] for an example of how to create a resource conversion plugin. + </description> + </method> <method name="add_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> @@ -632,6 +640,13 @@ Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]. </description> </method> + <method name="remove_resource_conversion_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorResourceConversionPlugin" /> + <description> + Removes a resource conversion plugin registered by [method add_resource_conversion_plugin]. + </description> + </method> <method name="remove_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> diff --git a/doc/classes/EditorResourceConversionPlugin.xml b/doc/classes/EditorResourceConversionPlugin.xml index c40bb1d91e..6bdfbbe40c 100644 --- a/doc/classes/EditorResourceConversionPlugin.xml +++ b/doc/classes/EditorResourceConversionPlugin.xml @@ -1,8 +1,28 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorResourceConversionPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Plugin for adding custom converters from one resource format to another in the editor resource picker context menu; for example, converting a [StandardMaterial3D] to a [ShaderMaterial]. </brief_description> <description> + [EditorResourceConversionPlugin] is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type. + Below shows an example of a basic plugin that will convert an [ImageTexture] to a [PortableCompressedTexture2D]. + [codeblocks] + [gdscript] + extends EditorResourceConversionPlugin + + func _handles(resource : Resource): + return resource is ImageTexture + + func _converts_to(): + return "PortableCompressedTexture2D" + + func _convert(itex : Resource): + var ptex = PortableCompressedTexture2D.new() + ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS) + return ptex + [/gdscript] + [/codeblocks] + To use an [EditorResourceConversionPlugin], register it using the [method EditorPlugin.add_resource_conversion_plugin] method first. </description> <tutorials> </tutorials> @@ -11,17 +31,20 @@ <return type="Resource" /> <param index="0" name="resource" type="Resource" /> <description> + Takes an input [Resource] and converts it to the type given in [method _converts_to]. The returned [Resource] is the result of the conversion, and the input [Resource] remains unchanged. </description> </method> <method name="_converts_to" qualifiers="virtual const"> <return type="String" /> <description> + Returns the class name of the target type of [Resource] that this plugin converts source resources to. </description> </method> <method name="_handles" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="resource" type="Resource" /> <description> + Called to determine whether a particular [Resource] can be converted to the target resource type by this plugin. </description> </method> </methods> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 98f4789163..fca87f6a56 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -499,7 +499,7 @@ </member> <member name="interface/editor/editor_language" type="String" setter="" getter=""> The language to use for the editor interface. - Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url] + Translations are provided by the community. If you spot a mistake, [url=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url] </member> <member name="interface/editor/expand_to_title" type="bool" setter="" getter=""> Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE]. @@ -741,7 +741,7 @@ </member> <member name="text_editor/behavior/indent/type" type="int" setter="" getter=""> The indentation style to use (tabs or spaces). - [b]Note:[/b] The [url=https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. + [b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. </member> <member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter=""> If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor. @@ -782,7 +782,7 @@ If [code]true[/code], the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If [code]false[/code], the code completion tooltip will appear above the current line. </member> <member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter=""> - If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]). + If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]). </member> <member name="text_editor/help/class_reference_examples" type="int" setter="" getter=""> Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help. diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml index cd96e740e8..4d6938e6aa 100644 --- a/doc/classes/EditorUndoRedoManager.xml +++ b/doc/classes/EditorUndoRedoManager.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="EditorUndoRedoManager" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="EditorUndoRedoManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Manages undo history of scenes opened in the editor. </brief_description> diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index 1ae4718536..127c5daf95 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -21,7 +21,10 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Set the value of a shader parameter for this instance only. + Set the value of a shader uniform for this instance only ([url=$DOCS_URL/tutorials/shaders/shader_reference/shading_language.html#per-instance-uniforms]per-instance uniform[/url]). See also [method ShaderMaterial.set_shader_parameter] to assign a uniform on all instances using the same [ShaderMaterial]. + [b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than [code]uniform ...[/code] in the shader code. + [b]Note:[/b] [param name] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector). + [b]Note:[/b] Per-instance shader uniforms are currently only available in 3D, so there is no 2D equivalent of this method. </description> </method> </methods> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index ed1b40488e..051e087611 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -489,7 +489,7 @@ var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixel(1, 2, Color.red) # Sets the color at (1, 2) to red. + img.set_pixel(1, 2, Color.RED) # Sets the color at (1, 2) to red. [/gdscript] [csharp] int imgWidth = 10; @@ -517,7 +517,7 @@ var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixelv(Vector2i(1, 2), Color.red) # Sets the color at (1, 2) to red. + img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to red. [/gdscript] [csharp] int imgWidth = 10; diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index b80857a7bf..10479dfcfe 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -27,9 +27,13 @@ <param index="5" name="name" type="String" default="""" /> <param index="6" name="flags" type="int" default="0" /> <description> - Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays]. - Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. - The [param arrays] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + Creates a new surface. [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. + Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType]. + The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code]. + The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used. + The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]. + [b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles. </description> </method> <method name="clear"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index a0d2d93a7d..6ecf903fde 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -297,6 +297,7 @@ [param hotspot] must be within [param image]'s size. [b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If using an [AnimatedTexture], only the first frame will be displayed. [b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] compression mode can't be used for custom cursors. + [b]Note:[/b] On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for [url=https://chromestatus.com/feature/5825971391299584]security reasons[/url]. </description> </method> <method name="set_default_cursor_shape"> diff --git a/doc/classes/JavaScriptBridge.xml b/doc/classes/JavaScriptBridge.xml index 340c296eef..f79c11b334 100644 --- a/doc/classes/JavaScriptBridge.xml +++ b/doc/classes/JavaScriptBridge.xml @@ -5,7 +5,7 @@ </brief_description> <description> The JavaScriptBridge singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/contributing/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. </description> <tutorials> <link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link> diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 94e80ffb2b..1c1f48588f 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -227,10 +227,10 @@ Contains custom color channel 3. [PackedByteArray] if [code](format >> [constant ARRAY_FORMAT_CUSTOM3_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise. </constant> <constant name="ARRAY_BONES" value="10" enum="ArrayType"> - [PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element is a group of 4 numbers. + [PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag. </constant> <constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType"> - [PackedFloat32Array] of bone weights. Each element in groups of 4 floats. + [PackedFloat32Array] or [PackedFloat64Array] of bone weights in the range [code]0.0[/code] to [code]1.0[/code] (inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag. </constant> <constant name="ARRAY_INDEX" value="12" enum="ArrayType"> [PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices. @@ -341,6 +341,9 @@ <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true"> Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] elements will have double length. </constant> + <constant name="ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY" value="268435456" enum="ArrayFormat" is_bitfield="true"> + Flag used to mark that the mesh intentionally contains no vertex array. + </constant> <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode"> Blend shapes are normalized. </constant> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 6dab7b4ebe..1bc81ffb42 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -592,12 +592,12 @@ </description> </method> <method name="set_environment" qualifiers="const"> - <return type="bool" /> + <return type="void" /> <param index="0" name="variable" type="String" /> <param index="1" name="value" type="String" /> <description> Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. - [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows. + [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. On Windows, there is a 32767 characters limit for the combined length of [param variable], [param value], and the [code]=[/code] and null terminator characters that will be registered in the environment block. </description> </method> <method name="set_restart_on_exit"> @@ -637,6 +637,14 @@ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS and Windows. </description> </method> + <method name="unset_environment" qualifiers="const"> + <return type="void" /> + <param index="0" name="variable" type="String" /> + <description> + Removes the environment [param variable] from the current environment, if it exists. The environment variable will be removed for the Godot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. + </description> + </method> </methods> <members> <member name="low_processor_usage_mode" type="bool" setter="set_low_processor_usage_mode" getter="is_in_low_processor_usage_mode" default="false"> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index e015bec134..a9e17f4666 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -24,6 +24,7 @@ [b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively. </description> <tutorials> + <link title="Object class introduction">$DOCS_URL/contributing/development/core_and_modules/object_class.html</link> <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> <link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link> </tutorials> diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml index 3ec03fede4..4d789ceb3f 100644 --- a/doc/classes/PhysicsServer3DManager.xml +++ b/doc/classes/PhysicsServer3DManager.xml @@ -15,7 +15,7 @@ <param index="0" name="name" type="String" /> <param index="1" name="create_callback" type="Callable" /> <description> - Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object. + Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer3D] object. </description> </method> <method name="set_default_server"> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index fbe8afa8d1..aa09081e3e 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -38,6 +38,7 @@ <param index="0" name="normal" type="Vector3" /> <description> Creates a plane from the normal vector. The plane will intersect the origin. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -46,6 +47,7 @@ <param index="1" name="d" type="float" /> <description> Creates a plane from the normal vector and the plane's distance from the origin. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -54,6 +56,7 @@ <param index="1" name="point" type="Vector3" /> <description> Creates a plane from the normal vector and a point on the plane. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -67,12 +70,6 @@ </constructor> </constructors> <methods> - <method name="center" qualifiers="const"> - <return type="Vector3" /> - <description> - Returns the center of the plane. - </description> - </method> <method name="distance_to" qualifiers="const"> <return type="float" /> <param index="0" name="point" type="Vector3" /> @@ -80,6 +77,12 @@ Returns the shortest distance from the plane to the position [param point]. If the point is above the plane, the distance will be positive. If below, the distance will be negative. </description> </method> + <method name="get_center" qualifiers="const"> + <return type="Vector3" /> + <description> + Returns the center of the plane. + </description> + </method> <method name="has_point" qualifiers="const"> <return type="bool" /> <param index="0" name="point" type="Vector3" /> @@ -152,7 +155,7 @@ In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property. </member> <member name="normal" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)"> - The normal of the plane, which must be normalized. + The normal of the plane, which must be a unit vector. In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] property. </member> <member name="x" type="float" setter="" getter="" default="0.0"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index f954e8bca8..de41edc305 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -652,6 +652,13 @@ See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported. </member> + <member name="dotnet/project/assembly_name" type="String" setter="" getter="" default=""""> + Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly. + </member> + <member name="dotnet/project/solution_directory" type="String" setter="" getter="" default=""""> + Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files. + Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. + </member> <member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false"> If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate. [b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it. @@ -760,6 +767,9 @@ <member name="gui/theme/lcd_subpixel_layout" type="int" setter="" getter="" default="1"> LCD subpixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout]. </member> + <member name="gui/timers/button_shortcut_feedback_highlight_time" type="float" setter="" getter="" default="0.2"> + When [member BaseButton.shortcut_feedback] is enabled, this is the time the [BaseButton] will remain highlighted after a shortcut. + </member> <member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000"> Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds). </member> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 7675a37cbd..fc08a16619 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -217,7 +217,7 @@ <param index="1" name="from" type="Vector2" /> <param index="2" name="to" type="Vector2" /> <param index="3" name="color" type="Color" /> - <param index="4" name="width" type="float" default="1.0" /> + <param index="4" name="width" type="float" default="-1.0" /> <param index="5" name="antialiased" type="bool" default="false" /> <description> </description> @@ -291,7 +291,7 @@ <param index="0" name="item" type="RID" /> <param index="1" name="points" type="PackedVector2Array" /> <param index="2" name="colors" type="PackedColorArray" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="antialiased" type="bool" default="false" /> <description> </description> @@ -303,7 +303,6 @@ <param index="2" name="colors" type="PackedColorArray" /> <param index="3" name="uvs" type="PackedVector2Array" /> <param index="4" name="texture" type="RID" /> - <param index="5" name="width" type="float" default="1.0" /> <description> </description> </method> @@ -3337,7 +3336,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="enabled" type="bool" /> <description> - If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. + If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. </description> </method> <method name="viewport_set_scaling_3d_mode"> @@ -3811,6 +3810,8 @@ </constant> <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true"> </constant> + <constant name="ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY" value="268435456" enum="ArrayFormat" is_bitfield="true"> + </constant> <constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType"> Primitive to draw consists of points. </constant> diff --git a/doc/classes/ResourcePreloader.xml b/doc/classes/ResourcePreloader.xml index 17904697e6..5c0079f408 100644 --- a/doc/classes/ResourcePreloader.xml +++ b/doc/classes/ResourcePreloader.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ResourcePreloader" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Resource Preloader Node. + Preloads a list of resources inside a scene. </brief_description> <description> - This node is used to preload sub-resources inside a scene, so when the scene is loaded, all the resources are ready to use and can be retrieved from the preloader. + This node is used to preload sub-resources inside a scene, so when the scene is loaded, all the resources are ready to use and can be retrieved from the preloader. You can add the resources using the ResourcePreloader tab when the node is selected. GDScript has a simplified [method @GDScript.preload] built-in method which can be used in most situations, leaving the use of [ResourcePreloader] for more advanced scenarios. </description> <tutorials> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index dd291a425d..5550bf0955 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -283,6 +283,7 @@ <return type="void" /> <param index="0" name="font_size" type="int" /> <description> + Adds a [code][font_size][/code] tag to the tag stack. Overrides default font size for its duration. </description> </method> <method name="push_hint"> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 1af7ac4fc5..a2346822e5 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -23,7 +23,8 @@ <param index="1" name="value" type="Variant" /> <description> Changes the value set for this material of a uniform in the shader. - [b]Note:[/b] [param param] must match the name of the uniform in the code exactly. + [b]Note:[/b] [param param] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector). + [b]Note:[/b] Changes to the shader uniform will be effective on all instances using this [ShaderMaterial]. To prevent this, use per-instance uniforms with [method GeometryInstance3D.set_instance_shader_parameter] or duplicate the [ShaderMaterial] resource using [method Resource.duplicate]. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the [ShaderMaterial] when possible. </description> </method> </methods> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 808f93b491..39bdc5c796 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -16,7 +16,7 @@ <param index="0" name="delta" type="float" /> <param index="1" name="execution_mode" type="int" /> <description> - Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned. + Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned. </description> </method> <method name="get_bone"> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 3bd0e04b92..70986ba06a 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -7,6 +7,7 @@ Skeleton3D provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics. The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. + To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node. </description> <tutorials> <link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link> @@ -32,26 +33,11 @@ Removes the global pose override on all bones in the skeleton. </description> </method> - <method name="clear_bones_local_pose_override" is_deprecated="true"> - <return type="void" /> - <description> - Deprecated. Local pose overrides will be removed. - Removes the local pose override on all bones in the skeleton. - </description> - </method> <method name="create_skin_from_rest_transforms"> <return type="Skin" /> <description> </description> </method> - <method name="execute_modifications" is_deprecated="true"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <param index="1" name="execution_mode" type="int" /> - <description> - Executes all the modifications on the [SkeletonModificationStack3D], if the Skeleton3D has one assigned. - </description> - </method> <method name="find_bone" qualifiers="const"> <return type="int" /> <param index="0" name="name" type="String" /> @@ -113,13 +99,6 @@ Returns the global rest transform for [param bone_idx]. </description> </method> - <method name="get_bone_local_pose_override" qualifiers="const"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Returns the local pose override transform for [param bone_idx]. - </description> - </method> <method name="get_bone_name" qualifiers="const"> <return type="String" /> <param index="0" name="bone_idx" type="int" /> @@ -167,43 +146,18 @@ Returns the rest transform for a bone [param bone_idx]. </description> </method> - <method name="get_modification_stack" is_deprecated="true"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the modification stack attached to this skeleton, if one exists. - </description> - </method> <method name="get_parentless_bones" qualifiers="const"> <return type="PackedInt32Array" /> <description> Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton. </description> </method> - <method name="global_pose_to_local_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="global_pose" type="Transform3D" /> - <description> - Takes the passed-in global pose and converts it to local pose transform. - This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform in [method set_bone_local_pose_override]. - </description> - </method> - <method name="global_pose_to_world_transform" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="global_pose" type="Transform3D" /> - <description> - Deprecated. Use [Node3D] apis instead. - Takes the passed-in global pose and converts it to a world transform. - This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform usable with a node's transform, like [member Node3D.global_transform] for example. - </description> - </method> - <method name="global_pose_z_forward_to_bone_forward" is_deprecated="true"> - <return type="Basis" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="basis" type="Basis" /> + <method name="get_version" qualifiers="const"> + <return type="int" /> <description> - Rotates the given [Basis] so that the forward axis of the Basis is facing in the forward direction of the bone at [param bone_idx]. - This is helper function to make using [method Transform3D.looking_at] easier with bone poses. + Returns the number of times the bone hierarchy has changed within this skeleton, including renames. + The Skeleton version is not serialized: only use within a single instance of Skeleton3D. + Use for invalidating caches in IK solvers and other nodes which process bones. </description> </method> <method name="is_bone_enabled" qualifiers="const"> @@ -213,15 +167,6 @@ Returns whether the bone pose for the bone at [param bone_idx] is enabled. </description> </method> - <method name="local_pose_to_global_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="local_pose" type="Transform3D" /> - <description> - Converts the passed-in local pose to a global pose relative to the inputted bone, [param bone_idx]. - This could be used to convert [method get_bone_pose] for use with the [method set_bone_global_pose_override] function. - </description> - </method> <method name="localize_rests"> <return type="void" /> <description> @@ -298,19 +243,6 @@ [b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform </description> </method> - <method name="set_bone_local_pose_override" is_deprecated="true"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="pose" type="Transform3D" /> - <param index="2" name="amount" type="float" /> - <param index="3" name="persistent" type="bool" default="false" /> - <description> - Deprecated. Local pose overrides will be removed. - Sets the local pose transform, [param pose], for the bone at [param bone_idx]. - [param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain. - [b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose. - </description> - </method> <method name="set_bone_name"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> @@ -356,13 +288,6 @@ Sets the rest transform for bone [param bone_idx]. </description> </method> - <method name="set_modification_stack" is_deprecated="true"> - <return type="void" /> - <param index="0" name="modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets the modification stack for this skeleton to the passed-in modification stack, [param modification_stack]. - </description> - </method> <method name="unparent_bone_and_rest"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> @@ -370,15 +295,6 @@ Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset. </description> </method> - <method name="world_transform_to_global_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="world_transform" type="Transform3D" /> - <description> - Deprecated. Use [Node3D] apis instead. - Takes the passed-in global transform and converts it to a global pose. - This can be used to easily convert a global transform from [member Node3D.global_transform] to a global pose usable with [method set_bone_global_pose_override], for example. - </description> - </method> </methods> <members> <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index 77aaf0213b..3a78f13bff 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -56,7 +56,7 @@ <method name="get_modification_stack"> <return type="SkeletonModificationStack2D" /> <description> - Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. + Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on. </description> </method> <method name="set_editor_draw_gizmo"> diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml deleted file mode 100644 index 25431ea96f..0000000000 --- a/doc/classes/SkeletonModification3D.xml +++ /dev/null @@ -1,66 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A resource that operates on bones in a [Skeleton3D]. - </brief_description> - <description> - This resource provides an interface that can be expanded so code that operates on bones in a [Skeleton3D] can be mixed and matched together to create complex interactions. - This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. - </description> - <tutorials> - </tutorials> - <methods> - <method name="_execute" qualifiers="virtual"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <description> - Executes the given modification. This is where the modification performs whatever function it is designed to do. - </description> - </method> - <method name="_setup_modification" qualifiers="virtual"> - <return type="void" /> - <param index="0" name="modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets up the modification so it can be executed. This function should be called automatically by the [SkeletonModificationStack3D] containing this modification. - If you need to initialize a modification before use, this is the place to do it! - </description> - </method> - <method name="clamp_angle"> - <return type="float" /> - <param index="0" name="angle" type="float" /> - <param index="1" name="min" type="float" /> - <param index="2" name="max" type="float" /> - <param index="3" name="invert" type="bool" /> - <description> - Takes a angle and clamps it so it is within the passed-in [param min] and [param max] range. [param invert] will inversely clamp the angle, clamping it to the range outside of the given bounds. - </description> - </method> - <method name="get_is_setup" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether this modification has been successfully setup or not. - </description> - </method> - <method name="get_modification_stack"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the [SkeletonModificationStack3D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. - </description> - </method> - <method name="set_is_setup"> - <return type="void" /> - <param index="0" name="is_setup" type="bool" /> - <description> - Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack3D] the modification is bound to should handle setting the modification up. - </description> - </method> - </methods> - <members> - <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true"> - When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D]. - </member> - <member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0"> - The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml deleted file mode 100644 index 90b2e78449..0000000000 --- a/doc/classes/SkeletonModification3DCCDIK.xml +++ /dev/null @@ -1,136 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that uses CCDIK to manipulate a series of bones to reach a target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a Skeleton so it reaches a defined target. - CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers. - [b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK. - CCDIK also fully supports angle constraints, allowing for more control over how a solution is met. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_ccdik_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_ccdik_axis" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the integer representing the joint axis of the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_constraint_angle_max" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the maximum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle is in degrees! - </description> - </method> - <method name="get_ccdik_joint_constraint_angle_min" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the minimum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle is in degrees! - </description> - </method> - <method name="get_ccdik_joint_constraint_invert" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint. See [method set_ccdik_joint_constraint_invert] for details. - </description> - </method> - <method name="get_ccdik_joint_enable_joint_constraint" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Enables angle constraints to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="set_ccdik_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_index" type="int" /> - <description> - Sets the bone index, [param bone_index], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the CCDIK joint based on data provided by the linked skeleton. - </description> - </method> - <method name="set_ccdik_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the CCDIK joint based on data provided by the linked skeleton. - </description> - </method> - <method name="set_ccdik_joint_ccdik_axis"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="axis" type="int" /> - <description> - Sets the joint axis of the CCDIK joint at [param joint_idx] to the passed-in joint axis, [param axis]. - </description> - </method> - <method name="set_ccdik_joint_constraint_angle_max"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="max_angle" type="float" /> - <description> - Sets the maximum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle must be in radians! - </description> - </method> - <method name="set_ccdik_joint_constraint_angle_min"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="min_angle" type="float" /> - <description> - Sets the minimum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle must be in radians! - </description> - </method> - <method name="set_ccdik_joint_constraint_invert"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="invert" type="bool" /> - <description> - Sets whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint. - An inverted joint constraint only constraints the CCDIK joint to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values. - </description> - </method> - <method name="set_ccdik_joint_enable_joint_constraint"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="enable" type="bool" /> - <description> - Sets whether joint constraints are enabled for the CCDIK joint at [param joint_idx]. - </description> - </method> - </methods> - <members> - <member name="ccdik_data_chain_length" type="int" setter="set_ccdik_data_chain_length" getter="get_ccdik_data_chain_length" default="0"> - The number of CCDIK joints in the CCDIK modification. - </member> - <member name="high_quality_solve" type="bool" setter="set_use_high_quality_solve" getter="get_use_high_quality_solve" default="true"> - When true, the CCDIK algorithm will perform a higher quality solve that returns more natural results. A high quality solve requires more computation power to solve though, and therefore can be disabled to save performance. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the CCDIK modification. This node is what the CCDIK chain will attempt to rotate the bone chain to. - </member> - <member name="tip_nodepath" type="NodePath" setter="set_tip_node" getter="get_tip_node" default="NodePath("")"> - The end position of the CCDIK chain. Typically, this should be a child of a [BoneAttachment3D] node attached to the final bone in the CCDIK chain, where the child node is offset so it is at the end of the final bone. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml deleted file mode 100644 index a2bec2b559..0000000000 --- a/doc/classes/SkeletonModification3DFABRIK.xml +++ /dev/null @@ -1,161 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that uses FABRIK to manipulate a series of bones to reach a target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target. - 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. - Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification3DCCDIK], though FABRIK currently does not support joint constraints. - [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 a bone! FABRIK joints hold the data needed for each bone in the bone chain used by FABRIK. - 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. - </description> - <tutorials> - </tutorials> - <methods> - <method name="fabrik_joint_auto_calculate_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Will attempt to automatically calculate the length of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_auto_calculate_length" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether this modification will attempt to autocalculate the length of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_length" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the length of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_magnet" qualifiers="const"> - <return type="Vector3" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the magnet vector of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_tip_node" qualifiers="const"> - <return type="NodePath" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the [Node3D]-based node placed at the tip of the FABRIK joint at [param joint_idx], if one has been set. - </description> - </method> - <method name="get_fabrik_joint_use_target_basis" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean indicating whether the FABRIK joint uses the target's [Basis] for its rotation. - [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. - </description> - </method> - <method name="get_fabrik_joint_use_tip_node" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Sets the [Node3D]-based node that will be used as the tip of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="set_fabrik_joint_auto_calculate_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="auto_calculate_length" type="bool" /> - <description> - When [code]true[/code], this modification will attempt to automatically calculate the length of the bone for the FABRIK joint at [param joint_idx]. It does this by either using the tip node assigned, if there is one assigned, or the distance the of the bone's children, if the bone has any. If the bone has no children and no tip node is assigned, then the modification [b]cannot[/b] autocalculate the joint's length. In this case, the joint length should be entered manually or a tip node assigned. - </description> - </method> - <method name="set_fabrik_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_index" type="int" /> - <description> - Sets the bone index, [param bone_index], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the FABRIK joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_fabrik_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the FABRIK joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_fabrik_joint_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="length" type="float" /> - <description> - Sets the joint length, [param length], of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="set_fabrik_joint_magnet"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="magnet_position" type="Vector3" /> - <description> - Sets the magenet position to [param magnet_position] for the joint at [param joint_idx]. The magnet position is used to nudge the joint in that direction when solving, which gives some control over how that joint will bend when being solved. - </description> - </method> - <method name="set_fabrik_joint_tip_node"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="tip_node" type="NodePath" /> - <description> - Sets the nodepath of the FARIK joint at [param joint_idx] to [param tip_node]. The tip node is used to calculate the length of the FABRIK joint when set to automatically calculate joint length. - [b]Note:[/b] The tip node should generally be a child node of a [BoneAttachment3D] node attached to the bone that this FABRIK joint operates on, with the child node being offset so it is at the end of the bone. - </description> - </method> - <method name="set_fabrik_joint_use_target_basis"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_target_basis" type="bool" /> - <description> - Sets whether the FABRIK joint at [param joint_idx] uses the target's [Basis] for its rotation. - [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. - </description> - </method> - <method name="set_fabrik_joint_use_tip_node"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_tip_node" type="bool" /> - <description> - Sets whether the tip node should be used when autocalculating the joint length for the FABRIK joint at [param joint_idx]. This will only work if there is a node assigned to the tip nodepath for this joint. - </description> - </method> - </methods> - <members> - <member name="chain_max_iterations" type="int" setter="set_chain_max_iterations" getter="get_chain_max_iterations" default="10"> - The number of times FABRIK will try to solve each time the [code]execute[/code] function is called. Setting this value to a lower number will be result in better performance, but this can also result in harsher movements and slower solves. - </member> - <member name="chain_tolerance" type="float" setter="set_chain_tolerance" getter="get_chain_tolerance" default="0.01"> - The minimum distance the target has to be from the tip of the final bone in the bone chain. Setting this value to a higher number allows for greater performance, but less accurate solves. - </member> - <member name="fabrik_data_chain_length" type="int" setter="set_fabrik_data_chain_length" getter="get_fabrik_data_chain_length" default="0"> - The amount of FABRIK joints in the FABRIK modification. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the FABRIK modification. This node is what the FABRIK chain will attempt to rotate the bone chain to. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml deleted file mode 100644 index 304f08bb20..0000000000 --- a/doc/classes/SkeletonModification3DJiggle.xml +++ /dev/null @@ -1,199 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that jiggles bones as they move towards a target. - </brief_description> - <description> - This modification moves a series of bones, typically called a bone chain, towards a target. What makes this modification special is that it calculates the velocity and acceleration for each bone in the bone chain, and runs a very light physics-like calculation using the inputted values. This allows the bones to overshoot the target and "jiggle" around. It can be configured to act more like a spring, or sway around like cloth might. - This modification is useful for adding additional motion to things like hair, the edges of clothing, and more. It has several settings to that allow control over how the joint moves when the target moves. - [b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are the data objects that hold the data for each joint in the Jiggle chain. This is different from a bone! Jiggle joints hold the data needed for each bone in the bone chain used by the Jiggle modification. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_collision_mask" qualifiers="const"> - <return type="int" /> - <description> - Returns the collision mask that the Jiggle modifier will take into account when performing physics calculations. - </description> - </method> - <method name="get_jiggle_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_damping" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of dampening of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_gravity" qualifiers="const"> - <return type="Vector3" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a [Vector3] representign the amount of gravity the Jiggle joint at [param joint_idx] is influenced by. - </description> - </method> - <method name="get_jiggle_joint_mass" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of mass of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_override" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether the joint at [param joint_idx] is overriding the default jiggle joint data defined in the modification. - </description> - </method> - <method name="get_jiggle_joint_roll" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of roll/twist applied to the bone that the Jiggle joint is applied to. - </description> - </method> - <method name="get_jiggle_joint_stiffness" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the stiffness of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_use_gravity" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether the joint at [param joint_idx] is using gravity or not. - </description> - </method> - <method name="get_use_colliders" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the Jiggle modifier is taking physics colliders into account when solving. - </description> - </method> - <method name="set_collision_mask"> - <return type="void" /> - <param index="0" name="mask" type="int" /> - <description> - Sets the collision mask that the Jiggle modifier takes into account when performing physics calculations. - </description> - </method> - <method name="set_jiggle_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the Jiggle joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_jiggle_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="name" type="String" /> - <description> - Sets the bone name, [param name], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the Jiggle joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_jiggle_joint_damping"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="damping" type="float" /> - <description> - Sets the amount of dampening of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_gravity"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="gravity" type="Vector3" /> - <description> - Sets the gravity vector of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_mass"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="mass" type="float" /> - <description> - Sets the of mass of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_override"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="override" type="bool" /> - <description> - Sets whether the Jiggle joint at [param joint_idx] should override the default Jiggle joint settings. Setting this to true will make the joint use its own settings rather than the default ones attached to the modification. - </description> - </method> - <method name="set_jiggle_joint_roll"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="roll" type="float" /> - <description> - Sets the amount of roll/twist on the bone the Jiggle joint is attached to. - </description> - </method> - <method name="set_jiggle_joint_stiffness"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="stiffness" type="float" /> - <description> - Sets the of stiffness of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_use_gravity"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_gravity" type="bool" /> - <description> - Sets whether the Jiggle joint at [param joint_idx] should use gravity. - </description> - </method> - <method name="set_use_colliders"> - <return type="void" /> - <param index="0" name="use_colliders" type="bool" /> - <description> - When [code]true[/code], the Jiggle modifier will use raycasting to prevent the Jiggle joints from rotating themselves into collision objects when solving. - </description> - </method> - </methods> - <members> - <member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.75"> - The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied. - </member> - <member name="gravity" type="Vector3" setter="set_gravity" getter="get_gravity" default="Vector3(0, -6, 0)"> - The default amount of gravity applied to the Jiggle joints, if they are not overridden. - </member> - <member name="jiggle_data_chain_length" type="int" setter="set_jiggle_data_chain_length" getter="get_jiggle_data_chain_length" default="0"> - The amount of Jiggle joints in the Jiggle modification. - </member> - <member name="mass" type="float" setter="set_mass" getter="get_mass" default="0.75"> - The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting. - </member> - <member name="stiffness" type="float" setter="set_stiffness" getter="get_stiffness" default="3.0"> - The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to. - </member> - <member name="use_gravity" type="bool" setter="set_use_gravity" getter="get_use_gravity" default="false"> - Whether the gravity vector, [member gravity], should be applied to the Jiggle joints, assuming they are not overriding the default settings. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DLookAt.xml b/doc/classes/SkeletonModification3DLookAt.xml deleted file mode 100644 index aeed953ca9..0000000000 --- a/doc/classes/SkeletonModification3DLookAt.xml +++ /dev/null @@ -1,64 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that rotates a bone to look at a target. - </brief_description> - <description> - This [SkeletonModification3D] rotates a bone to look a target. This is extremely helpful for moving character's heads to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_additional_rotation" qualifiers="const"> - <return type="Vector3" /> - <description> - Returns the amount of extra rotation that is applied to the bone after the LookAt modification executes. - </description> - </method> - <method name="get_lock_rotation_plane" qualifiers="const"> - <return type="int" /> - <description> - Returns the plane that the LookAt modification is limiting rotation to. - </description> - </method> - <method name="get_lock_rotation_to_plane" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the LookAt modification is limiting rotation to a single plane in 3D space. - </description> - </method> - <method name="set_additional_rotation"> - <return type="void" /> - <param index="0" name="additional_rotation" type="Vector3" /> - <description> - Sets the amount of extra rotation to be applied after the LookAt modification executes. This allows you to adjust the finished result. - </description> - </method> - <method name="set_lock_rotation_plane"> - <return type="void" /> - <param index="0" name="plane" type="int" /> - <description> - </description> - </method> - <method name="set_lock_rotation_to_plane"> - <return type="void" /> - <param index="0" name="lock_to_plane" type="bool" /> - <description> - When [code]true[/code], the LookAt modification will limit its rotation to a single plane in 3D space. The plane used can be configured using the [code]set_lock_rotation_plane[/code] function. - </description> - </method> - </methods> - <members> - <member name="bone_index" type="int" setter="set_bone_index" getter="get_bone_index" default="-2"> - The bone index of the bone that should be operated on by this modification. - When possible, this will also update the [member bone_name] based on data provided by the [Skeleton3D]. - </member> - <member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default=""""> - The name of the bone that should be operated on by this modification. - When possible, this will also update the [member bone_index] based on data provided by the [Skeleton3D]. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the modification. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DStackHolder.xml b/doc/classes/SkeletonModification3DStackHolder.xml deleted file mode 100644 index 9448e2c783..0000000000 --- a/doc/classes/SkeletonModification3DStackHolder.xml +++ /dev/null @@ -1,27 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that holds and executes a [SkeletonModificationStack3D]. - </brief_description> - <description> - This [SkeletonModification3D] holds a reference to a [SkeletonModificationStack3D], allowing you to use multiple modification stacks on a single [Skeleton3D]. - [b]Note:[/b] The modifications in the held [SkeletonModificationStack3D] will only be executed if their execution mode matches the execution mode of the SkeletonModification3DStackHolder. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_held_modification_stack" qualifiers="const"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the [SkeletonModificationStack3D] that this modification is holding. - </description> - </method> - <method name="set_held_modification_stack"> - <return type="void" /> - <param index="0" name="held_modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets the [SkeletonModificationStack3D] that this modification is holding. This modification stack will then be executed when this modification is executed. - </description> - </method> - </methods> -</class> diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml deleted file mode 100644 index 0e7ffd5c80..0000000000 --- a/doc/classes/SkeletonModification3DTwoBoneIK.xml +++ /dev/null @@ -1,191 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that moves two bones to reach the target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones. - TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification3DFABRIK], but gives similar, natural looking results. - A [Node3D]-based node can be used to define the pole, or bend direction, allowing control over which direction the joint takes when bending to reach the target when the target is within reach. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_auto_calculate_joint_length" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to autocalculate the lengths of the two bones. - </description> - </method> - <method name="get_joint_one_bone_idx" qualifiers="const"> - <return type="int" /> - <description> - Returns the bone index of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_bone_name" qualifiers="const"> - <return type="String" /> - <description> - Returns the name of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_length" qualifiers="const"> - <return type="float" /> - <description> - Returns the length of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_roll" qualifiers="const"> - <return type="float" /> - <description> - Returns the amount of roll/twist applied to the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_bone_idx" qualifiers="const"> - <return type="int" /> - <description> - Returns the bone index of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_bone_name" qualifiers="const"> - <return type="String" /> - <description> - Returns the name of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_length" qualifiers="const"> - <return type="float" /> - <description> - Returns the length of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_roll" qualifiers="const"> - <return type="float" /> - <description> - Returns the amount of roll/twist applied to the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_pole_node" qualifiers="const"> - <return type="NodePath" /> - <description> - Returns the node that is being used as the pole node for the TwoBoneIK modification, if a pole node has been set. - </description> - </method> - <method name="get_tip_node" qualifiers="const"> - <return type="NodePath" /> - <description> - Returns the node that is being used to calculate the tip position of the second bone in the TwoBoneIK modification, if a tip node has been set. - </description> - </method> - <method name="get_use_pole_node" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to use the pole node to figure out which direction to bend, if a pole node has been set. - </description> - </method> - <method name="get_use_tip_node" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to use the tip node to figure out the length and position of the tip of the second bone. - </description> - </method> - <method name="set_auto_calculate_joint_length"> - <return type="void" /> - <param index="0" name="auto_calculate_joint_length" type="bool" /> - <description> - If true, the TwoBoneIK modification will attempt to autocalculate the lengths of the bones being used. The first bone will be calculated by using the distance from the origin of the first bone to the origin of the second bone. - The second bone will be calculated either using the tip node if that setting is enabled, or by using the distances of the second bone's children. If the tip node is not enabled and the bone has no children, then the length cannot be autocalculated. In this case, the length will either have to be manually inputted or a tip node used to calculate the length. - </description> - </method> - <method name="set_joint_one_bone_idx"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the first bone. When possible, this will also update the [code]bone_name[/code] of the first bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_one_bone_name"> - <return type="void" /> - <param index="0" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the first bone. When possible, this will also update the [code]bone_index[/code] of the first bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_one_length"> - <return type="void" /> - <param index="0" name="bone_length" type="float" /> - <description> - Sets the length of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_one_roll"> - <return type="void" /> - <param index="0" name="roll" type="float" /> - <description> - Sets the amount of roll/twist applied to the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_two_bone_idx"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the second bone. When possible, this will also update the [code]bone_name[/code] of the second bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_two_bone_name"> - <return type="void" /> - <param index="0" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the second bone. When possible, this will also update the [code]bone_index[/code] of the second bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_two_length"> - <return type="void" /> - <param index="0" name="bone_length" type="float" /> - <description> - Sets the length of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_two_roll"> - <return type="void" /> - <param index="0" name="roll" type="float" /> - <description> - Sets the amount of roll/twist applied to the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_pole_node"> - <return type="void" /> - <param index="0" name="pole_nodepath" type="NodePath" /> - <description> - Sets the node to be used as the for the pole of the TwoBoneIK. When a node is set and the modification is set to use the pole node, the TwoBoneIK modification will bend the nodes in the direction towards this node when the bones need to bend. - </description> - </method> - <method name="set_tip_node"> - <return type="void" /> - <param index="0" name="tip_nodepath" type="NodePath" /> - <description> - Sets the node to be used as the tip for the second bone. This is used to calculate the length and position of the end of the second bone in the TwoBoneIK modification. - [b]Note:[/b] The tip node should generally be a child node of a [BoneAttachment3D] node attached to the second bone, with the child node being offset so it is at the end of the bone. - </description> - </method> - <method name="set_use_pole_node"> - <return type="void" /> - <param index="0" name="use_pole_node" type="bool" /> - <description> - When [code]true[/code], the TwoBoneIK modification will bend the bones towards the pole node, if one has been set. This gives control over the direction the TwoBoneIK solver will bend, which is helpful for joints like elbows that only bend in certain directions. - </description> - </method> - <method name="set_use_tip_node"> - <return type="void" /> - <param index="0" name="use_tip_node" type="bool" /> - <description> - When [code]true[/code], the TwoBoneIK modification will use the tip node to calculate the distance and position of the end/tip of the second bone. This is the most stable solution for knowing the tip position and length of the second bone. - </description> - </method> - </methods> - <members> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the TwoBoneIK modification. This node is what the modification will attempt to rotate the bones to reach. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml deleted file mode 100644 index 9eaeeefd8e..0000000000 --- a/doc/classes/SkeletonModificationStack3D.xml +++ /dev/null @@ -1,88 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModificationStack3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A resource that holds a stack of [SkeletonModification3D]s. - </brief_description> - <description> - This resource is used by the Skeleton and holds a stack of [SkeletonModification3D]s. The SkeletonModificationStack3D controls the order of the modifications, which controls how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton. - Additionally, the SkeletonModificationStack3D also controls how strongly the modifications are applied to the [Skeleton3D] node. - </description> - <tutorials> - </tutorials> - <methods> - <method name="add_modification"> - <return type="void" /> - <param index="0" name="modification" type="SkeletonModification3D" /> - <description> - Adds the passed-in [SkeletonModification3D] to the stack. - </description> - </method> - <method name="delete_modification"> - <return type="void" /> - <param index="0" name="mod_idx" type="int" /> - <description> - Deletes the [SkeletonModification3D] at the index position [param mod_idx], if it exists. - </description> - </method> - <method name="enable_all_modifications"> - <return type="void" /> - <param index="0" name="enabled" type="bool" /> - <description> - Enables all [SkeletonModification3D]s in the stack. - </description> - </method> - <method name="execute"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <param index="1" name="execution_mode" type="int" /> - <description> - Executes all of the [SkeletonModification3D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count]. - [b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results. - </description> - </method> - <method name="get_is_setup" qualifiers="const"> - <return type="bool" /> - <description> - Returns a boolean that indicates whether the modification stack is setup and can execute. - </description> - </method> - <method name="get_modification" qualifiers="const"> - <return type="SkeletonModification3D" /> - <param index="0" name="mod_idx" type="int" /> - <description> - Returns the [SkeletonModification3D] at the passed-in index, [param mod_idx]. - </description> - </method> - <method name="get_skeleton" qualifiers="const"> - <return type="Skeleton3D" /> - <description> - Returns the [Skeleton3D] node that the SkeletonModificationStack3D is bound to. - </description> - </method> - <method name="set_modification"> - <return type="void" /> - <param index="0" name="mod_idx" type="int" /> - <param index="1" name="modification" type="SkeletonModification3D" /> - <description> - Sets the modification at [param mod_idx] to the passed-in modification, [param modification]. - </description> - </method> - <method name="setup"> - <return type="void" /> - <description> - Sets up the modification stack so it can execute. This function should be called by [Skeleton3D] and shouldn't be called unless you know what you are doing. - </description> - </method> - </methods> - <members> - <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false"> - When true, the modification's in the stack will be called. This is handled automatically through the [Skeleton3D] node. - </member> - <member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0"> - The number of modifications in the stack. - </member> - <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0"> - The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the skeleton bone poses. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml index 57bdd52d9e..6fb311bcee 100644 --- a/doc/classes/SkeletonProfile.xml +++ b/doc/classes/SkeletonProfile.xml @@ -5,6 +5,7 @@ </brief_description> <description> This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile]. + [b]Note:[/b] These parameters need to be set only when creating a custom profile. In [SkeletonProfileHumanoid], they are defined internally as read-only values. </description> <tutorials> <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link> @@ -160,16 +161,18 @@ </methods> <members> <member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" default="0"> + The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones. + The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile]. </member> <member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0"> + The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups. + This property exists to separate the bone list into several sections in the editor. </member> <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&"""> - A name of bone that will be used as the root bone in [AnimationTree]. - [b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model. + A bone name that will be used as the root bone in [AnimationTree]. This should be the bone of the parent of hips that exists at the world origin. </member> <member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&"""> - A name of bone which height will be used as the coefficient for normalization. - [b]Note:[/b] In most cases, it is hips in the humanoid model. + A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code]. </member> </members> <signals> diff --git a/doc/classes/SkeletonProfileHumanoid.xml b/doc/classes/SkeletonProfileHumanoid.xml index 0dbd66d8d6..7445272ccc 100644 --- a/doc/classes/SkeletonProfileHumanoid.xml +++ b/doc/classes/SkeletonProfileHumanoid.xml @@ -1,6 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SkeletonProfileHumanoid" inherits="SkeletonProfile" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A humanoid [SkeletonProfile] preset. </brief_description> <description> A [SkeletonProfile] as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only. diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 87b823bd2a..195f3598d5 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -5,7 +5,6 @@ </brief_description> <description> Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. Contains frames and animation data for playback. - [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> </tutorials> @@ -14,7 +13,7 @@ <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Adds a new animation to the library. + Adds a new [param anim] animation to the library. </description> </method> <method name="add_frame"> @@ -24,20 +23,20 @@ <param index="2" name="duration" type="float" default="1.0" /> <param index="3" name="at_position" type="int" default="-1" /> <description> - Adds a frame to the given animation. + Adds a frame to the [param anim] animation. If [param at_position] is [code]-1[/code], the frame will be added to the end of the animation. </description> </method> <method name="clear"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Removes all frames from the given animation. + Removes all frames from the [param anim] animation. </description> </method> <method name="clear_all"> <return type="void" /> <description> - Removes all animations. A "default" animation will be created. + Removes all animations. An empty [code]default[/code] animation will be created. </description> </method> <method name="get_animation_loop" qualifiers="const"> @@ -91,14 +90,14 @@ <return type="bool" /> <param index="0" name="anim" type="StringName" /> <description> - If [code]true[/code], the named animation exists. + Returns [code]true[/code] if the [param anim] animation exists. </description> </method> <method name="remove_animation"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Removes the given animation. + Removes the [param anim] animation. </description> </method> <method name="remove_frame"> @@ -106,7 +105,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="idx" type="int" /> <description> - Removes the animation's selected frame. + Removes the [param anim] animation's frame [param idx]. </description> </method> <method name="rename_animation"> @@ -114,7 +113,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="newname" type="StringName" /> <description> - Changes the animation's name to [param newname]. + Changes the [param anim] animation's name to [param newname]. </description> </method> <method name="set_animation_loop"> @@ -122,7 +121,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="loop" type="bool" /> <description> - If [code]true[/code], the animation will loop. + If [param loop] is [code]true[/code], the [param anim] animation will loop when it reaches the end, or the start if it is played in reverse. </description> </method> <method name="set_animation_speed"> @@ -140,7 +139,7 @@ <param index="2" name="texture" type="Texture2D" /> <param index="3" name="duration" type="float" default="1.0" /> <description> - Sets the texture and the duration of the frame [param idx] in the [param anim] animation. + Sets the [param texture] and the [param duration] of the frame [param idx] in the [param anim] animation. </description> </method> </methods> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index d2c6dee373..711fb89217 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -1042,7 +1042,7 @@ </description> </method> <method name="parse_structured_text" qualifiers="const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> <param index="1" name="args" type="Array" /> <param index="2" name="text" type="String" /> @@ -1634,6 +1634,9 @@ <constant name="DIRECTION_RTL" value="2" enum="Direction"> Text is written from right to left. </constant> + <constant name="DIRECTION_INHERITED" value="3" enum="Direction"> + Text writing direction is the same as base string writing direction. Used for BiDi override only. + </constant> <constant name="ORIENTATION_HORIZONTAL" value="0" enum="Orientation"> Text is written horizontally. </constant> @@ -1881,7 +1884,7 @@ Font have fixed-width characters. </constant> <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser"> - Use default behavior. Same as [constant STRUCTURED_TEXT_NONE] unless specified otherwise in the control description. + Use default Unicode BiDi algorithm. </constant> <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser"> BiDi override for URI. @@ -1896,8 +1899,8 @@ BiDi override for lists. Structured text options: list separator [code]String[/code]. </constant> - <constant name="STRUCTURED_TEXT_NONE" value="5" enum="StructuredTextParser"> - Use default Unicode BiDi algorithm. + <constant name="STRUCTURED_TEXT_GDSCRIPT" value="5" enum="StructuredTextParser"> + BiDi override for GDScript. </constant> <constant name="STRUCTURED_TEXT_CUSTOM" value="6" enum="StructuredTextParser"> User defined structured text BiDi override function. diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index e144b09eb6..f4b306cf96 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -896,7 +896,7 @@ </description> </method> <method name="_parse_structured_text" qualifiers="virtual const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> <param index="1" name="args" type="Array" /> <param index="2" name="text" type="String" /> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 8176901ff7..f67b84f96f 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -185,7 +185,19 @@ <return type="Vector2i[]" /> <param index="0" name="layer" type="int" /> <description> - Returns a [Vector2] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. + Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. + </description> + </method> + <method name="get_used_cells_by_id" qualifiers="const"> + <return type="Vector2i[]" /> + <param index="0" name="layer" type="int" /> + <param index="1" name="source_id" type="int" default="-1" /> + <param index="2" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)" /> + <param index="3" name="alternative_tile" type="int" default="-1" /> + <description> + Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]) or alternative id ([param source_id]). + If a parameter has it's value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as [method get_used_cells]. + A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. </description> </method> <method name="get_used_rect"> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index b3145ea022..90c10e3664 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -41,6 +41,7 @@ <return type="Transform3D" /> <param index="0" name="from" type="Projection" /> <description> + Constructs a Transform3D from a [Projection] by trimming the last row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z.w[/code], and [code]from.w.w[/code] are not copied over). </description> </constructor> <constructor name="Transform3D"> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index bfabd2d97d..ff5a665bfd 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -45,11 +45,11 @@ <method name="create_item"> <return type="TreeItem" /> <param index="0" name="parent" type="TreeItem" default="null" /> - <param index="1" name="idx" type="int" default="-1" /> + <param index="1" name="index" type="int" default="-1" /> <description> Creates an item in the tree and adds it as a child of [param parent], which can be either a valid [TreeItem] or [code]null[/code]. If [param parent] is [code]null[/code], the root item will be the parent, or the new item will be the root itself if the tree is empty. - The new item will be the [param idx]th child of parent, or it will be the last child if there are not enough siblings. + The new item will be the [param index]-th child of parent, or it will be the last child if there are not enough siblings. </description> </method> <method name="deselect_all"> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index ec6b166e57..91248092d9 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -18,7 +18,7 @@ <param index="3" name="disabled" type="bool" default="false" /> <param index="4" name="tooltip_text" type="String" default="""" /> <description> - Adds a button with [Texture2D] [param button] at column [param column]. The [param id] is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately before this method. Optionally, the button can be [param disabled] and have a [param tooltip_text]. + Adds a button with [Texture2D] [param button] at column [param column]. The [param id] is used to identify the button in the according [signal Tree.button_clicked] signal and can be different from the buttons index. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately before this method. Optionally, the button can be [param disabled] and have a [param tooltip_text]. </description> </method> <method name="call_recursive" qualifiers="vararg"> @@ -44,10 +44,10 @@ </method> <method name="create_child"> <return type="TreeItem" /> - <param index="0" name="idx" type="int" default="-1" /> + <param index="0" name="index" type="int" default="-1" /> <description> Creates an item and adds it as a child. - The new item will be inserted as position [param idx] (the default value [code]-1[/code] means the last position), or it will be the last child if [param idx] is higher than the child count. + The new item will be inserted as position [param index] (the default value [code]-1[/code] means the last position), or it will be the last child if [param index] is higher than the child count. </description> </method> <method name="deselect"> @@ -60,17 +60,17 @@ <method name="erase_button"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Removes the button at index [param button_idx] in column [param column]. + Removes the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button" qualifiers="const"> <return type="Texture2D" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the [Texture2D] of the button at index [param button_idx] in column [param column]. + Returns the [Texture2D] of the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button_by_id" qualifiers="const"> @@ -91,17 +91,17 @@ <method name="get_button_id" qualifiers="const"> <return type="int" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the ID for the button at index [param button_idx] in column [param column]. + Returns the ID for the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button_tooltip_text" qualifiers="const"> <return type="String" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the tooltip text for the button at index [param button_idx] in column [param column]. + Returns the tooltip text for the button at index [param button_index] in column [param column]. </description> </method> <method name="get_cell_mode" qualifiers="const"> @@ -113,9 +113,9 @@ </method> <method name="get_child"> <return type="TreeItem" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="index" type="int" /> <description> - Returns a child item by its index (see [method get_child_count]). This method is often used for iterating all children of an item. + Returns a child item by its [param index] (see [method get_child_count]). This method is often used for iterating all children of an item. Negative indices access the children from the last one. </description> </method> @@ -332,9 +332,9 @@ <method name="is_button_disabled" qualifiers="const"> <return type="bool" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns [code]true[/code] if the button at index [param button_idx] for the given [param column] is disabled. + Returns [code]true[/code] if the button at index [param button_index] for the given [param column] is disabled. </description> </method> <method name="is_checked" qualifiers="const"> @@ -419,28 +419,28 @@ <method name="set_button"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="button" type="Texture2D" /> <description> - Sets the given column's button [Texture2D] at index [param button_idx] to [param button]. + Sets the given column's button [Texture2D] at index [param button_index] to [param button]. </description> </method> <method name="set_button_color"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="color" type="Color" /> <description> - Sets the given column's button color at index [param button_idx] to [param color]. + Sets the given column's button color at index [param button_index] to [param color]. </description> </method> <method name="set_button_disabled"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="disabled" type="bool" /> <description> - If [code]true[/code], disables the button at index [param button_idx] in the given [param column]. + If [code]true[/code], disables the button at index [param button_index] in the given [param column]. </description> </method> <method name="set_cell_mode"> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index eef35049e5..fc0dd9f05d 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -11,7 +11,7 @@ [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_property($Sprite, "modulate", Color.red, 1) + tween.tween_property($Sprite, "modulate", Color.RED, 1) tween.tween_property($Sprite, "scale", Vector2(), 1) tween.tween_callback($Sprite.queue_free) [/gdscript] @@ -27,7 +27,7 @@ [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE) + tween.tween_property($Sprite, "modulate", Color.RED, 1).set_trans(Tween.TRANS_SINE) tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE) tween.tween_callback($Sprite.queue_free) [/gdscript] @@ -42,7 +42,7 @@ [codeblocks] [gdscript] var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC) - tween.tween_property($Sprite, "modulate", Color.red, 1) + tween.tween_property($Sprite, "modulate", Color.RED, 1) tween.tween_property($Sprite, "scale", Vector2(), 1) tween.tween_callback($Sprite.queue_free) [/gdscript] @@ -288,8 +288,8 @@ [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_callback($Sprite.set_modulate.bind(Color.red)).set_delay(2) - tween.tween_callback($Sprite.set_modulate.bind(Color.blue)).set_delay(2) + tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2) + tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2) [/gdscript] [csharp] Tween tween = GetTree().CreateTween(); diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index 7258efbdda..42baf7728d 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -17,7 +17,7 @@ func undo_something(): pass # Put here the code that reverts what's done by "do_something()". - func _on_MyButton_pressed(): + func _on_my_button_pressed(): var node = get_node("MyNode2D") undo_redo.create_action("Move the node") undo_redo.add_do_method(self, "do_something") diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 6b384d6a77..5416468ab6 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -38,7 +38,7 @@ # To get the name of the underlying Object type, you need the `get_class()` method. print("foo is a(n) %s" % foo.get_class()) # inject the class name into a formatted string. # Note also that there is not yet any way to get a script's `class_name` string easily. - # To fetch that value, you need to dig deeply into a hidden ProjectSettings setting: an Array of Dictionaries called "_global_script_classes". + # To fetch that value, you can parse the [code]res://.godot/global_script_class_cache.cfg[/code] file with the [ConfigFile] API. # Open your project.godot file to see it up close. [/gdscript] [csharp] @@ -70,6 +70,6 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. </description> <tutorials> - <link title="Variant class">$DOCS_URL/development/cpp/variant_class.html</link> + <link title="Variant class introduction">$DOCS_URL/contributing/development/core_and_modules/variant_class.html</link> </tutorials> </class> diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml index e069642e50..3781045c02 100644 --- a/doc/classes/VisualInstance3D.xml +++ b/doc/classes/VisualInstance3D.xml @@ -64,7 +64,7 @@ <member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0"> The sorting offset used by this [VisualInstance3D]. Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot. </member> - <member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center" default="true"> + <member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center"> If [code]true[/code], the object is sorted based on the [AABB] center. The object will be sorted based on the global position otherwise. The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [GPUParticles3D] and [CPUParticles3D]. </member> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index f95f871e52..685f5d5eef 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -58,13 +58,6 @@ Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview. </member> </members> - <signals> - <signal name="editor_refresh_request"> - <description> - Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubemap] (and their derivatives). - </description> - </signal> - </signals> <constants> <constant name="PORT_TYPE_SCALAR" value="0" enum="PortType"> Floating-point scalar. Translated to [code]float[/code] type in shader code. diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml index 72a7fadf1a..38fa98b21e 100644 --- a/doc/classes/VisualShaderNodeTexture.xml +++ b/doc/classes/VisualShaderNodeTexture.xml @@ -33,12 +33,18 @@ Use the texture from this shader's normal map built-in. </constant> <constant name="SOURCE_DEPTH" value="4" enum="Source"> - Use the depth texture available for this shader. + Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers). </constant> <constant name="SOURCE_PORT" value="5" enum="Source"> Use the texture provided in the input port for this function. </constant> - <constant name="SOURCE_MAX" value="6" enum="Source"> + <constant name="SOURCE_3D_NORMAL" value="6" enum="Source"> + Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). + </constant> + <constant name="SOURCE_ROUGHNESS" value="7" enum="Source"> + Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). + </constant> + <constant name="SOURCE_MAX" value="8" enum="Source"> Represents the size of the [enum Source] enum. </constant> <constant name="TYPE_DATA" value="0" enum="TextureType"> diff --git a/doc/classes/VisualShaderNodeTextureParameter.xml b/doc/classes/VisualShaderNodeTextureParameter.xml index 333226dc58..8a08bea659 100644 --- a/doc/classes/VisualShaderNodeTextureParameter.xml +++ b/doc/classes/VisualShaderNodeTextureParameter.xml @@ -18,6 +18,9 @@ <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="VisualShaderNodeTextureParameter.TextureRepeat" default="0"> Sets the texture repeating mode. See [enum TextureRepeat] for options. </member> + <member name="texture_source" type="int" setter="set_texture_source" getter="get_texture_source" enum="VisualShaderNodeTextureParameter.TextureSource" default="0"> + Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. see [enum TextureSource] for options. + </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureParameter.TextureType" default="0"> Defines the type of data provided by the source texture. See [enum TextureType] for options. </member> @@ -88,5 +91,20 @@ <constant name="REPEAT_MAX" value="3" enum="TextureRepeat"> Represents the size of the [enum TextureRepeat] enum. </constant> + <constant name="SOURCE_NONE" value="0" enum="TextureSource"> + The texture source is not specified in the shader. + </constant> + <constant name="SOURCE_SCREEN" value="1" enum="TextureSource"> + The texture source is the screen texture which captures all opaque objects drawn this frame. + </constant> + <constant name="SOURCE_DEPTH" value="2" enum="TextureSource"> + The texture source is the depth texture from the depth prepass. + </constant> + <constant name="SOURCE_NORMAL_ROUGHNESS" value="3" enum="TextureSource"> + The texture source is the normal-roughness buffer from the depth prepass. + </constant> + <constant name="SOURCE_MAX" value="4" enum="TextureSource"> + Represents the size of the [enum TextureSource] enum. + </constant> </constants> </class> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 4cd6cf41da..da31e6761e 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -527,6 +527,39 @@ Set's the window's current mode. [b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and Linux. </member> + <member name="mouse_passthrough" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], all mouse event as passed to the underlying window of the same application. See also [member mouse_passthrough_polygon]. + [b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows. + </member> + <member name="mouse_passthrough_polygon" type="PackedVector2Array" setter="set_mouse_passthrough_polygon" getter="get_mouse_passthrough_polygon" default="PackedVector2Array()"> + Sets a polygonal region of the window which accepts mouse events. Mouse events outside the region will be passed through. + Passing an empty array will disable passthrough support (all mouse events will be intercepted by the window, which is the default behavior). + [codeblocks] + [gdscript] + # Set region, using Path2D node. + $Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points() + + # Set region, using Polygon2D node. + $Window.mouse_passthrough_polygon = $Polygon2D.polygon + + # Reset region to default. + $Window.mouse_passthrough_polygon = [] + [/gdscript] + [csharp] + // Set region, using Path2D node. + GetNode<Window>("Window").MousePassthrough = GetNode<Path2D>("Path2D").Curve.GetBakedPoints(); + + // Set region, using Polygon2D node. + GetNode<Window>("Window").MousePassthrough = GetNode<Polygon2D>("Polygon2D").Polygon; + + // Reset region to default. + GetNode<Window>("Window").MousePassthrough = new Vector2[] {}; + [/csharp] + [/codeblocks] + [b]Note:[/b] This property is ignored if [member mouse_passthrough] is set to [code]true[/code]. + [b]Note:[/b] On Windows, the portion of a window that lies outside the region is not drawn, while on Linux (X11) and macOS it is. + [b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows. + </member> <member name="popup_window" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the [Window] will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless [member exclusive] is enabled). </member> @@ -695,7 +728,10 @@ 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 [member extend_to_title]. [b]Note:[/b] This flag is implemented on macOS. </constant> - <constant name="FLAG_MAX" value="7" enum="Flags"> + <constant name="FLAG_MOUSE_PASSTHROUGH" value="7" enum="Flags"> + All mouse events are passed to the underlying window of the same application. + </constant> + <constant name="FLAG_MAX" value="8" enum="Flags"> Max value of the [enum Flags]. </constant> <constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode"> diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index d0ef664281..e1a98f0ea4 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -60,7 +60,7 @@ _can_shoot = false _cool_down.start() - func _on_CoolDownTimer_timeout(): + func _on_cool_down_timer_timeout(): _can_shoot = true [/gdscript] [csharp] diff --git a/doc/translations/ar.po b/doc/translations/ar.po index 751017b573..eb8e6dc7b6 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -30107,7 +30107,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 1552c15271..cce60f13ac 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -30023,7 +30023,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 40ab5e3413..3c793335e2 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -1,6 +1,6 @@ # LANGUAGE translation of the Godot Engine class reference. -# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. -# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). +# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. @@ -29900,7 +29900,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 1bd920e19b..b2072217a1 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -30498,7 +30498,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/de.po b/doc/translations/de.po index 1533aa651d..14d2291f8c 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -33701,7 +33701,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/el.po b/doc/translations/el.po index 13c4fbfe68..63ddea8f7b 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -29951,7 +29951,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/es.po b/doc/translations/es.po index 8ed223238d..9462004570 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -39,12 +39,13 @@ # Keyla Arroyos <keylaarroyos@protonmail.com>, 2022. # Victor Stancioiu <victorstancioiu@gmail.com>, 2022. # yohanger <yohangerariel@gmail.com>, 2022. +# Mateo <mfdez920@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-29 20:23+0000\n" -"Last-Translator: yohanger <yohangerariel@gmail.com>\n" +"PO-Revision-Date: 2023-01-12 06:06+0000\n" +"Last-Translator: Mateo <mfdez920@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" "Language: es\n" @@ -52,7 +53,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -751,7 +752,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -776,7 +776,7 @@ msgid "" "projects exported in debug mode if not connected to a debugging server." msgstr "" "Devuelve un conjunto de diccionarios que representan la pila de llamadas " -"actual.\n" +"actual. Véase también [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -39560,6 +39560,7 @@ msgid "" msgstr "" #: doc/classes/Input.xml +#, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " @@ -39571,7 +39572,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" "Establece una imagen personalizada del cursor del ratón, que sólo es visible " "dentro de la ventana del juego. También se puede especificar el punto de " diff --git a/doc/translations/et.po b/doc/translations/et.po index 7f92671d8f..b7512b6ae5 100644 --- a/doc/translations/et.po +++ b/doc/translations/et.po @@ -29913,7 +29913,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fa.po b/doc/translations/fa.po index 787c7ff937..ce5dd6b0c2 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -30352,7 +30352,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fi.po b/doc/translations/fi.po index fc517a6ff5..0f19296424 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -30034,7 +30034,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fil.po b/doc/translations/fil.po index 749fea9ef9..bfa8c75c7a 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -29919,7 +29919,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 2898e9ec19..a57c138429 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -60,13 +60,14 @@ # Augustin Ambiehl <ambiehlaugustin@gmail.com>, 2022. # Landry Simo <landrysimo99@gmail.com>, 2022. # Alexis Coudert <coudert.alex@gmail.com>, 2022. +# Callim Ethee <callimethee@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2022-12-03 00:47+0000\n" -"Last-Translator: Alexis Coudert <coudert.alex@gmail.com>\n" +"PO-Revision-Date: 2023-01-01 02:51+0000\n" +"Last-Translator: Callim Ethee <callimethee@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" "Language: fr\n" @@ -74,7 +75,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -137,9 +138,8 @@ msgid "Default" msgstr "Défaut" #: doc/tools/make_rst.py -#, fuzzy msgid "Setter" -msgstr "Setter" +msgstr "Donneur" #: doc/tools/make_rst.py msgid "value" @@ -39456,7 +39456,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/gl.po b/doc/translations/gl.po index 67bd7d902f..9b3ea41370 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -29908,7 +29908,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/hi.po b/doc/translations/hi.po index 75318a4554..ca1ba04874 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -29907,7 +29907,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/hu.po b/doc/translations/hu.po index e99babd548..f5a053dfc9 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -29927,7 +29927,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/id.po b/doc/translations/id.po index ad63a828e5..8a1e757105 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -30324,7 +30324,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/is.po b/doc/translations/is.po index 6bf49858f4..0afd2be589 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -29907,7 +29907,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/it.po b/doc/translations/it.po index 37488c9ebd..35ff1ac6f3 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -31127,7 +31127,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ja.po b/doc/translations/ja.po index cabf1da54a..2798995dfa 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -33191,7 +33191,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ko.po b/doc/translations/ko.po index 72a7780a4c..3b3137f849 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -19,12 +19,13 @@ # ì´ì§€ë¯¼ <jiminaleejung@gmail.com>, 2022. # nulltable <un5450@naver.com>, 2022. # Godoto <aicompose@gmail.com>, 2022. +# 오지훈 <jule1130@naver.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-10-18 18:00+0000\n" -"Last-Translator: Godoto <aicompose@gmail.com>\n" +"PO-Revision-Date: 2023-01-19 14:47+0000\n" +"Last-Translator: 오지훈 <jule1130@naver.com>\n" "Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ko/>\n" "Language: ko\n" @@ -32,11 +33,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1\n" #: doc/tools/make_rst.py msgid "Description" -msgstr "ì„œìˆ " +msgstr "설명" #: doc/tools/make_rst.py msgid "Tutorials" @@ -30234,7 +30235,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/lt.po b/doc/translations/lt.po index 1cf0ffef48..c52d238af9 100644 --- a/doc/translations/lt.po +++ b/doc/translations/lt.po @@ -29917,7 +29917,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/lv.po b/doc/translations/lv.po index fd9ddf6f51..bf5aa78341 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -29925,7 +29925,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/mr.po b/doc/translations/mr.po index 19db2e5f94..71013cc0e7 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -29905,7 +29905,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/nb.po b/doc/translations/nb.po index 3b7f482e48..6431d1756d 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -29917,7 +29917,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ne.po b/doc/translations/ne.po index c616f7b4e1..b043d7c5af 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -29905,7 +29905,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/nl.po b/doc/translations/nl.po index cf40d032cf..de3a4a7497 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -29978,7 +29978,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/pl.po b/doc/translations/pl.po index cd2bedd302..a5c59f489b 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -30529,7 +30529,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/pt.po b/doc/translations/pt.po index d3d9b9aadf..0f7b9f54e3 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -4,7 +4,7 @@ # This file is distributed under the same license as the Godot source code. # # Reubens Sanders <reubensst@protonmail.com>, 2021. -# ssantos <ssantos@web.de>, 2022. +# ssantos <ssantos@web.de>, 2022, 2023. # Felipe SiFa <felipe@logus.digital>, 2022. # Renu <ifpilucas@gmail.com>, 2022. # Diogo Gomes <dgomes@graphnode.com>, 2022. @@ -18,7 +18,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-18 16:48+0000\n" +"PO-Revision-Date: 2023-01-11 16:51+0000\n" "Last-Translator: ssantos <ssantos@web.de>\n" "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/pt/>\n" @@ -27,7 +27,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -394,8 +394,8 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" -"Retorna um caractere como uma String de um dado code point Unicode (que é " -"compatÃvel com ASCII code);\n" +"Retorna um caractere como uma cadeia de caracteres de um dado code point " +"Unicode (compatÃvel com ASCII code);\n" "[codeblock]\n" "a = char(65) # a é \"A\"\n" "a = char(65 + 32) # a é \"a\"\n" @@ -517,15 +517,15 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" -"Compara dois valores verificando seu conteúdo real, por meio de recursão em " -"um [Array] ou [Dictionary] em todos os seus nÃveis.\n" -"Esta função se asemelha ou difere de [code]==[/code] de diversas maneiras:\n" +"Compara dois valores verificando o conteúdo real deles, por meio de recursão " +"em um [Array] ou [Dictionary] em todos os seus nÃveis.\n" +"Esta função compara a [code]==[/code] de diversas maneiras:\n" "- Para [code]null[/code], [code]int[/code], [code]float[/code], " "[code]String[/code], [code]Object[/code] e [code] RID[/code] tanto " "[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma forma.\n" "- Para [code]Dictionary[/code], [code]==[/code] considera-se igual se, e " "somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/" -"code], sem recursão ou checagem de seu conteúdo.\n" +"code], sem recursão ou checagem do seu conteúdo.\n" "- Para [code]Array[/code], [code]==[/code] considera igual se, e somente se, " "cada item no primeiro [code]Array[/code] for igual ao seu homólogo no " "segundo [ code]Array[/code], conforme informado pelo próprio [code]==[/" @@ -928,7 +928,7 @@ msgid "" "[/codeblock]" msgstr "" "Retorna o comprimento da Variant [code]var[/code]. Comprimento é a contagem " -"de caracteres de uma String, contagem de elementos de uma Array, o tamanho " +"de caracteres de uma cadeia, contagem de elementos de uma Array, o tamanho " "de um Dicionario, etc.\n" "[b]Note:[/b] Gera um erro fatal se Variant não puder retornar um " "comprimento.\n" @@ -1361,7 +1361,7 @@ msgid "" "distinguishes them from print messages used for debugging purposes, while " "also displaying a stack trace when an error or warning is printed." msgstr "" -"Converte um ou mais argumentos de qualquer tipo para string da melhor " +"Converte um ou mais argumentos de qualquer tipo para cadeia da melhor " "maneira possÃvel e imprime no console\n" "[codeblock]\n" "a = [1, 2, 3]\n" @@ -1370,7 +1370,7 @@ msgstr "" "[b]Nota:[/b] Considere usar [method push_error] e [method push_warning] para " "imprimir mensagens de erro e aviso ao invés de [method print]. Isso os " "distinguirá de impressões com propósito de depuração e também mostrará um " -"rastreamento de pilha quando um erro ou aviso é impresso ." +"rastreamento de pilha quando um erro ou aviso é impresso." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1890,7 +1890,7 @@ msgid "" "len(b) # Returns 12\n" "[/codeblock]" msgstr "" -"Converte um ou mais argumentos de quaisquer tipos para string na melhor " +"Converte um ou mais argumentos de quaisquer tipos para cadeia na melhor " "maneira possÃvel.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" @@ -1909,7 +1909,7 @@ msgid "" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" -"Converte um string formatado que foi retornado por [method var2str] para o " +"Converte uma cadeia formatada que foi retornada por [method var2str] para o " "valor original.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" @@ -2025,8 +2025,8 @@ msgid "" " push_error(\"Invalid JSON: \" + v)\n" "[/codeblock]" msgstr "" -"Verifica se [code]json[/code] contém dados JSON válidos. Retorna um String " -"vazio se válido, ou uma mensagem de erro caso contrário.\n" +"Verifica se [code]json[/code] contém dados JSON válidos. Retorna uma cadeia " +"vazia se for válida ou uma mensagem de erro caso contrário.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" @@ -2062,8 +2062,8 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"Converte uma Variant [code]var[/code] para um string formatado que pode ser " -"convertido de volta com [method str2var].\n" +"Converte uma Variant [code]var[/code] para uma cadeia formatada que pode ser " +"convertida de volta com [method str2var].\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" @@ -3555,59 +3555,59 @@ msgstr "Máscara da tecla Group Switch." #: doc/classes/@GlobalScope.xml msgid "Left mouse button." -msgstr "Botão esquerdo do mouse." +msgstr "Botão esquerdo do rato." #: doc/classes/@GlobalScope.xml msgid "Right mouse button." -msgstr "Botão direito do mouse." +msgstr "Botão direito do rato." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." -msgstr "Botão central do mouse." +msgstr "Botão central do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 (only present on some mice)." -msgstr "Primeiro botão extra do mouse (disponÃvel em apenas alguns mouses)." +msgstr "Primeiro botão extra do rato (disponÃvel em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 (only present on some mice)." -msgstr "Segundo botão extra do mouse (disponÃvel em apenas alguns mouses)." +msgstr "Segundo botão extra do rato (disponÃvel em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel up." -msgstr "Roda do mouse para cima." +msgstr "Roda do rato para cima." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel down." -msgstr "Roda do mouse para baixo." +msgstr "Roda do rato para baixo." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." -msgstr "Botão esquerdo da roda do mouse (disponÃvel em apenas alguns mouses)." +msgstr "Botão esquerdo da roda do rato (disponÃvel em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." -msgstr "Botão direito da roda do mouse (disponÃvel em apenas alguns mouses)." +msgstr "Botão direito da roda do rato (disponÃvel em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Left mouse button mask." -msgstr "Máscara do botão esquerdo do mouse." +msgstr "Máscara do botão esquerdo do rato." #: doc/classes/@GlobalScope.xml msgid "Right mouse button mask." -msgstr "Máscara do botão direito do mouse." +msgstr "Máscara do botão direito do rato." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." -msgstr "Máscara do botão central do mouse." +msgstr "Máscara do botão central do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." -msgstr "Máscara do primeiro botão extra do mouse." +msgstr "Máscara do primeiro botão extra do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." -msgstr "Máscara do segundo botão extra do mouse." +msgstr "Máscara do segundo botão extra do rato." #: doc/classes/@GlobalScope.xml msgid "Invalid button or axis." @@ -4354,7 +4354,6 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "" "Hints that a float property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " @@ -4362,9 +4361,9 @@ msgid "" "easing." msgstr "" "Sugere que uma propriedade float deve ser editada através de uma função de " -"suavização. A string de sugestão pode incluir [code]\"attenuation\"[/code] " -"para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para incluir " -"também a suavização in/out." +"flexibilização. A cadeia de sugestão pode incluir [code]\"attenuation\"[/" +"code] para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para " +"incluir também a flexibilização in/out." #: doc/classes/@GlobalScope.xml msgid "Deprecated hint, unused." @@ -17844,11 +17843,11 @@ msgstr "" #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." -msgstr "Enviado quando o ponteiro do mouse entra no nó." +msgstr "Enviado quando o ponteiro do rato entra no nó." #: doc/classes/Control.xml msgid "Sent when the mouse pointer exits the node." -msgstr "Enviado quando o ponteiro do mouse sai do nó." +msgstr "Enviado quando o ponteiro do rato sai do nó." #: doc/classes/Control.xml msgid "Sent when the node grabs focus." @@ -30979,7 +30978,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -37028,7 +37031,7 @@ msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the position of the agent in world space." -msgstr "Retorna a posição global do mouse." +msgstr "Retorna a posição global do rato." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy @@ -37256,7 +37259,7 @@ msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the global transformation for the region." -msgstr "Retorna a posição global do mouse." +msgstr "Retorna a posição global do rato." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy @@ -65291,11 +65294,11 @@ msgstr "Emitido quando um item é editado." #: doc/classes/Tree.xml msgid "Emitted when an item is edited using the right mouse button." -msgstr "Emitido quando um item é editado com botão direito do mouse." +msgstr "Emitido quando um item é editado com botão direito do rato." #: doc/classes/Tree.xml msgid "Emitted when an item is selected with the right mouse button." -msgstr "Emitido quando um item é selecionado com o botão direito do mouse." +msgstr "Emitido quando um item é selecionado com o botão direito do rato." #: doc/classes/Tree.xml msgid "Emitted when an item is selected." @@ -65310,7 +65313,7 @@ msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." msgstr "" -"Emitido quando um clique com o botão esquerdo do mouse não seleciona nenhum " +"Emitido quando um clique com o botão esquerdo do rato não seleciona nenhum " "item." #: doc/classes/Tree.xml diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index 463bc9c957..687566bef1 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -45,12 +45,13 @@ # Mr.Albino <ricmorsoleto@gmail.com>, 2022. # Zer0-Zer0 <dankmemerson@tutanota.com>, 2022. # Julio Yagami <juliohenrique31501234@hotmail.com>, 2022. +# Andrey Gonçalves <kaptaryd@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-09 19:48+0000\n" -"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n" +"PO-Revision-Date: 2023-01-09 20:42+0000\n" +"Last-Translator: Andrey Gonçalves <kaptaryd@gmail.com>\n" "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/pt_BR/>\n" "Language: pt_BR\n" @@ -58,7 +59,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -860,7 +861,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [code]from[/code] and [code]to[/code], and the interpolated " @@ -883,8 +883,26 @@ msgid "" "See also [method lerp] which performs the reverse of this operation, and " "[method range_lerp] to map a continuous series of values to another." msgstr "" -"Retornar a interpolação ou extrapolação do fator considerando o ranger " -"especÃfico [code ]para[/code]" +"Retorna o fator de interpolação ou extrapolação considerando o intervalo " +"especificado no [code]de[/code] e [code]para[/code], e o valor interpolado " +"especificado no [code]peso[/code]. O valor retornado irá ser entre " +"[code]0.0[/code] e [code]1.0[/code] se [code]peso[/code] for entre [code]de[/" +"code] e [code]para[/code] (inclusivo). Se [code]peso[/code] está fora do " +"intervalo especificado, então um fator de extrapolação será retornado " +"(retorna valor menor que [code]0.0[/code] ou maior que [code]1.0[/code]). " +"Use [method clamp] no resultado do [method inverse_lerp] se isso não for o " +"desejado.\n" +"[codeblock]\n" +"# A razão da interpolação no uso do `lerp()` abaixo é 0.75.\n" +"var meio = lerp(20, 30, 0.75)\n" +"#`meio` agora é 27.5.\n" +"# Agora, vamos fingir que esquecemos a razão original e o queremos de " +"volta.\n" +"var razao = inverse_lerp(20, 30, 27.5)\n" +"#`razao` agora é 0.75.\n" +"[/codeblock]\n" +"Veja também o [method lerp] que faz o inverso desta operação, e [method " +"range_lerp] para mapear uma série contÃnua de valores uns aos outros." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1423,6 +1441,17 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"Imprime um rastreamento de pilha no local do código atual. Veja também " +"[method get_stack]\n" +"A saÃda no console seria mais ou menos assim:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]Nota:[/b] [method print_stack] só funciona se a instância em execução " +"estiver conectada a um servidor de depuração (ou seja, uma instância do " +"editor). [method print_stack] não funcionará em projetos exportados no modo " +"de lançamento ou em projetos exportados no modo de depuração se não estiver " +"conectado a um servidor de depuração." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4070,74 +4099,105 @@ msgid "" "down on the key after it \"bottoms out\". This message is different from " "polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" +"Mensagem de pressão do canal MIDI. Esta mensagem geralmente é enviada ao " +"pressionar a tecla após ela \"ir de dentro pra fora\". Essa mensagem é " +"diferente do pós-toque polifônico, pois indica a pressão mais alta em todas " +"as teclas." #: doc/classes/@GlobalScope.xml msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." msgstr "" +"Mensagem MIDI de dobra de tom (pitch bend). Esta mensagem é enviada para " +"indicar uma mudança no dobrador de tom (roda ou alavanca, tipicamente)." #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " "you're receiving input from. Getting this data is not implemented in Godot." msgstr "" +"Mensagem exclusiva do sistema MIDI. Isso tem um comportamento exclusivo do " +"dispositivo do qual você está recebendo entrada. A obtenção desses dados não " +"está implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI quarter frame message. Contains timing information that is used to " "synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" +"Mensagem MIDI de um quarto de quadro. Contém informações de tempo usadas " +"para sincronizar dispositivos MIDI. A obtenção desses dados não está " +"implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI song position pointer message. Gives the number of 16th notes since the " "start of the song. Getting this data is not implemented in Godot." msgstr "" +"Mensagem de ponteiro de posição de música MIDI. Dá o número de semicolcheias " +"(cada 16ª nota) desde o inÃcio da música. A obtenção desses dados não está " +"implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" +"Mensagem MIDI de seleção de música. Especifica qual sequência ou música será " +"tocada. A obtenção desses dados não está implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " "synthesizers should tune their oscillators." msgstr "" +"Mensagem de solicitação de sintonia MIDI. Ao receber uma solicitação de " +"sintonia, todos os sintetizadores analógicos devem sintonizar seus " +"osciladores." #: doc/classes/@GlobalScope.xml msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "" +"Mensagem de relógio de tempo MIDI. Enviado 24 vezes por semÃnima quando a " +"sincronização é necessária." #: doc/classes/@GlobalScope.xml msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "" +"mensagem de inÃcio MIDI. Inicie a reprodução da sequência atual. Esta " +"mensagem será seguida de relógios de temporização." #: doc/classes/@GlobalScope.xml msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" +"Mensagem de continuação MIDI. Continue no ponto em que a sequência foi " +"interrompida." #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." -msgstr "" +msgstr "Mensagem de parada MIDI. Pare a sequência atual." #: doc/classes/@GlobalScope.xml msgid "" "MIDI active sensing message. This message is intended to be sent repeatedly " "to tell the receiver that a connection is alive." msgstr "" +"Mensagem de detecção ativa de MIDI. Esta mensagem deve ser enviada " +"repetidamente para informar ao receptor que uma conexão está ativa." #: doc/classes/@GlobalScope.xml msgid "" "MIDI system reset message. Reset all receivers in the system to power-up " "status. It should not be sent on power-up itself." msgstr "" +"Mensagem de reinicialização do sistema MIDI. Redefina todos os receptores no " +"sistema para o status de inicialização. Ele não deve ser enviado no próprio " +"power-up." #: doc/classes/@GlobalScope.xml msgid "" @@ -31205,7 +31265,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ro.po b/doc/translations/ro.po index dd88e8d66b..94c966c61c 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -29940,7 +29940,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 9d569d7760..b76873e4f1 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -57,12 +57,14 @@ # Handsless coder <yfintktajy1@gmail.com>, 2022. # Evgeniy Khramov <thejenjagamertjg@gmail.com>, 2022. # Григорий <bolon667@gmail.com>, 2022. +# Artur Leonov (Depish) <depish.eskry@yandex.ru>, 2022. +# Patrik <avdmur@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-06 11:48+0000\n" -"Last-Translator: Григорий <bolon667@gmail.com>\n" +"PO-Revision-Date: 2022-12-23 10:00+0000\n" +"Last-Translator: Patrik <avdmur@gmail.com>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ru/>\n" "Language: ru\n" @@ -71,7 +73,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -127,7 +129,7 @@ msgstr "УнаÑледовано:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "(переназначает %s)" +msgstr "(переопределÑет %s)" #: doc/tools/make_rst.py msgid "Default" @@ -461,9 +463,9 @@ msgstr "" "Ограничивает [code]value[/code], Ð²Ð¾Ð·Ð²Ñ€Ð°Ñ‰Ð°Ñ Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ðµ не меньше [code]min[/" "code] и не больше [code]max[/code].\n" "[codeblock]\n" -"a = clamp(1000, 1, 20) # a будет 20\n" -"a = clamp(-10, 1, 20) # a будет 1\n" -"a = clamp(15, 1, 20) # a будет 15\n" +"a = clamp(1000, 1, 20) # вернёт 20\n" +"a = clamp(-10, 1, 20) # вернёт 1\n" +"a = clamp(15, 1, 20) # вернёт 15\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -534,12 +536,12 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" -"[b]Примечание:[/b] [code]dectime[/code] был уÑтаревшим и будет удален в " -"Godot 4.0, пожалуйÑта, иÑпользуйте [метод move_toward] вмеÑто него.\n" +"[b]Примечание:[/b] [code]dectime[/code] уÑтарел и будет удален в Godot 4.0, " +"пожалуйÑта, иÑпользуйте [method move_toward] вмеÑто него.\n" "Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" -"a = dectime(60, 10, 0.1)) # a равно 59.0\n" +"a = dectime(60, 10, 0.1)) # вернёт59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -635,7 +637,7 @@ msgstr "" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() шпаргалка значений кривой[/url]\n" -"См. также [метод smoothstep]. ЕÑли вам нужно выполнить более Ñложные " +"См. также [method smoothstep]. ЕÑли вам нужно выполнить более Ñложные " "переходы, иÑпользуйте [Tween] или [AnimationPlayer]." #: modules/gdscript/doc_classes/@GDScript.xml @@ -766,7 +768,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -790,22 +791,27 @@ msgid "" "get_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" -"Возвращает маÑÑив Ñловарей, предÑтавлÑющий текущий Ñтек вызовов.\n" +"Возвращает маÑÑив Ñловарей, предÑтавлÑющий текущий Ñтек вызовов. См. также " +"[method print_stack].\n" "[codeblock]\n" "func _ready():\n" -" foo()\n" +"\tfoo()\n" "\n" "func foo():\n" -" bar()\n" +"\tbar()\n" "\n" "func bar():\n" -" print(get_stack())\n" +"\tprint(get_stack())\n" "[/codeblock]\n" "выведет\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Примечание:[/b] [method get_stack] работает только при подключенном " +"Ñервере отладки (например в редакторе). [method get_stack] не будет работать " +"в проектах, ÑкÑпортированных в режиме release или в проектах " +"ÑкÑпортированных в режиме debug, еÑли они не подключены к Ñерверу отладки." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -914,7 +920,8 @@ msgstr "" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` теперь 0.75.\n" "[/codeblock]\n" -"Смотрите также [метод lerp], который выполнÑет обратную Ñтой операцию." +"Смотрите также [method lerp], который выполнÑет обратную операцию и [method " +"range_lerp] Ð´Ð»Ñ Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ñледовательного Ñ€Ñда значений в другом." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1048,23 +1055,23 @@ msgid "" msgstr "" "Ð›Ð¸Ð½ÐµÐ¹Ð½Ð°Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»ÑÑ†Ð¸Ñ Ð¼ÐµÐ¶Ð´Ñƒ Ð´Ð²ÑƒÐ¼Ñ ÑƒÐ³Ð»Ð°Ð¼Ð¸ (в радианах) по нормализованному " "значению.\n" -"Ðналогично [методу lerp], но корректно интерполируетÑÑ, когда углы " -"оборачивают вокруг [конÑтанты @GDScript.TAU]. Чтобы выполнить упрощенную " -"интерполÑцию Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метода lerp_angle], объедините его Ñ [методом ease] " -"или [методом smoothstep].\n" +"Ðналогично [method lerp], но корректно интерполируетÑÑ, когда углы " +"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную " +"интерполÑцию Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [method lerp_angle], объедините его Ñ [method ease] " +"или [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" -" var min_angle = deg2rad(0.0)\n" -" var max_angle = deg2rad(90.0)\n" -" rotation = lerp_angle(min_angle, max_angle, elapsed)\n" -" elapsed += delta\n" +"\tvar min_angle = deg2rad(0.0)\n" +"\tvar max_angle = deg2rad(90.0)\n" +"\trotation = lerp_angle(min_angle, max_angle, elapsed)\n" +"\telapsed += delta\n" "[/codeblock]\n" "[b]Примечание:[/b] Ðтот метод проходит через кратчайший путь между " "[code]from[/code] и [code]to[/code]. Тем не менее, еÑли разница между Ñтими " -"Ð´Ð²ÑƒÐ¼Ñ ÑƒÐ³Ð»Ð°Ð¼Ð¸ и любым целым чиÑлом [code]k[/code] приблизительно [code]PI + " -"k * TAU[/code], неочевидно в какую Ñторону [/code]из-за ошибок в точноÑти " +"Ð´Ð²ÑƒÐ¼Ñ ÑƒÐ³Ð»Ð°Ð¼Ð¸ и любым целым чиÑлом [code]k[/code] приблизительно [code]PI + k " +"* TAU[/code], неочевидно в какую Ñторону [/code]из-за ошибок в точноÑти " "чиÑел Ñ Ð¿Ð»Ð°Ð²Ð°ÑŽÑ‰ÐµÐ¹ точкой. Ðапример, [code]lerp_angle(0, PI, weight)[/code] " "оборачиваетÑÑ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð² чаÑовой Ñтрелки, а [code]lerp_angle(0, PI + 5 * TAU, " "weight)[/code] оборачиваетÑÑ Ð¿Ð¾ чаÑовой." @@ -1098,6 +1105,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Loads a resource from the filesystem located at [code]path[/code]. The " "resource is loaded on the method call (unless it's referenced already " @@ -1124,19 +1132,19 @@ msgstr "" "ÑÑылаютÑÑ Ð² другом меÑте, например, в другом Ñкрипте или в Ñцене), что может " "вызвать небольшую задержку, оÑобенно при загрузке Ñцен. Чтобы избежать " "ненужных задержек при многократной загрузке чего-либо, либо Ñохраните реÑÑƒÑ€Ñ " -"в переменной, либо иÑпользуйте [метод preload].\n" +"в переменной, либо иÑпользуйте [method preload].\n" "[b]Примечание: [/b] Пути к реÑурÑам можно получить, щёлкнув правой кнопкой " "мыши на реÑурÑе в панели Â«Ð¤Ð°Ð¹Ð»Ð¾Ð²Ð°Ñ ÑиÑтема» и выбрав \"Копировать путь\" или " "перетащив файл из панели Â«Ð¤Ð°Ð¹Ð»Ð¾Ð²Ð°Ñ ÑиÑтема» в Ñценарий.\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" +"var main = load(\"res://main.tscn\") # main будет Ñодержать объект " +"PackedScene.\n" "[/codeblock]\n" "[b]Важно:[/b] Путь должен быть абÑолютным, локальный путь проÑто вернет " "[code]null[/code].\n" -"Ðтот метод предÑтавлÑет Ñобой упрощенную верÑию [метода ResourceLoader." +"Ðтот метод предÑтавлÑет Ñобой упрощенную верÑию [method ResourceLoader." "load], который можно иÑпользовать Ð´Ð»Ñ Ð±Ð¾Ð»ÐµÐµ Ñложных Ñценариев." #: modules/gdscript/doc_classes/@GDScript.xml @@ -1449,6 +1457,16 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"Выводит Ñтек вызовов из текущей функции. Смотрите также: [method " +"get_stack].\n" +"Вывод в конÑоли будет примерно таким:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]Примечание:[/b] [method print_stack] работает только при подключенном " +"Ñервере отладки (например в редакторе). [method print_stack] не будет " +"работать в проектах, ÑкÑпортированных в режиме release или в проектах " +"ÑкÑпортированных в режиме debug, еÑли они не подключены к Ñерверу отладки." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1687,7 +1705,7 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"Возвращает маÑÑив Ñ Ð·Ð°Ð´Ð°Ð½Ð½Ñ‹Ð¼ диапазоном. [метод range] может быть вызван " +"Возвращает маÑÑив Ñ Ð·Ð°Ð´Ð°Ð½Ð½Ñ‹Ð¼ диапазоном. [method range] может быть вызван " "Ñ‚Ñ€ÐµÐ¼Ñ ÑпоÑобами:\n" "[code]range(n: int)[/code]: ÐачинаетÑÑ Ñ 0, увеличиваетÑÑ Ñ ÑˆÐ°Ð³Ð¾Ð¼ в 1 и " "оÑтанавливаетÑÑ [i]перед[/i] [code]n[/code]. Ðргумент [code]n[/code] Ñто " @@ -1702,16 +1720,16 @@ msgstr "" "[b]инклюзив[/b] и [b]ÑкÑклюзив[/b], ÑоответÑтвенно. Ðргумент [code]s[/code] " "[b]может[/b] быть негативным, но не [code]0[/code]. ЕÑли [code]s[/code] Ñто " "[code]0[/code], будет выведено Ñообщение об ошибке.\n" -"[метод range] преобразует вÑе аргументы в [int] перед обработкой.\n" +"[method range] преобразует вÑе аргументы в [int] перед обработкой.\n" "[b]Примечание:[/b] Возвращает пуÑтой маÑÑив, еÑли ни одно значение не " "удовлетворÑет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или " "[code]range(5, 5, 1)[/code]).\n" "Примеры:\n" "[codeblock]\n" -"print(range(4)) # Prints [0, 1, 2, 3]\n" -"print(range(2, 5)) # Prints [2, 3, 4]\n" -"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" -"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" +"print(range(4)) # Выведет [0, 1, 2, 3]\n" +"print(range(2, 5)) # Выведет [2, 3, 4]\n" +"print(range(0, 6, 2)) # Выведет [0, 2, 4]\n" +"print(range(4, 1, -1)) # Выведет [4, 3, 2]\n" "[/codeblock]\n" "Чтобы выполнить итерацию по [Array] в обратном порÑдке, иÑпользуйте:\n" "[codeblock]\n" @@ -1739,6 +1757,18 @@ msgid "" "For complex use cases where you need multiple ranges, consider using [Curve] " "or [Gradient] instead." msgstr "" +"Ограничивает [code]значение[/code] из диапазона [code][istart, istop][/code] " +"до диапазона [code][ostart, ostop][/code]. Смотрите также [method lerp] и " +"[method inverse_lerp]. ЕÑли [code]значение[/code] за пределами [code]" +"[istart, istop][/code], тогда, выходное значение тоже будет за пределами " +"[code][ostart, ostop][/code]. ИÑпользуйте [method clamp] Ñо значением " +"полученным от [method range_lerp] еÑли не хотите выходить за пределы.[/" +"code]\n" +"[codeblock]\n" +"range_lerp(75, 0, 100, -1, 1) # Возвращает 0.5\n" +"[/codeblock]\n" +"Ð”Ð»Ñ Ñлучаев где вам нужно неÑколько диапазонов, иÑпользуйте [Curve] или " +"[Gradient]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1755,10 +1785,10 @@ msgstr "" "в большую Ñторону.\n" "[codeblock]\n" "a = round(2.49) # Возвращает 2.0\n" -"a = round(2.5) # Возвращает 3.0\n" +"a = round(2.5)\t# Возвращает 3.0\n" "a = round(2.51) # Возвращает 3.0\n" "[/codeblock]\n" -"См. также[метод floor], [метод ceil], [метод stepify], и [int]." +"См. также[method floor], [method ceil], [method stepify], и [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1852,14 +1882,15 @@ msgstr "" "S-образной кривой, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ ÑоответÑтвует значению [code]s[/code] между " "[code]0[/code] и [code]1[/code].\n" "S-Ð¾Ð±Ñ€Ð°Ð·Ð½Ð°Ñ ÐºÑ€Ð¸Ð²Ð°Ñ ÑвлÑетÑÑ ÐºÑƒÐ±Ð¸Ñ‡ÐµÑким Ñрмитовым Ñплайном, заданным функцией " -"[code]f(s) = 3*s^2 - 2*s^3[/code].\n" +"[code]f(y) = 3*y^2 - 2*y^3[/code], где [code]y = (x-from) / (to-from)[/" +"code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Возвращает 0.0\n" "smoothstep(0, 2, 0.5) # Возвращает 0.15625\n" "smoothstep(0, 2, 1.0) # Возвращает 0.5\n" "smoothstep(0, 2, 2.0) # Возвращает 1.0\n" "[/codeblock]\n" -"Ð’ Ñравнении Ñ [method ease] Ñо значение кривой [code]-1.6521[/code], [метод " +"Ð’ Ñравнении Ñ [method ease] Ñо значение кривой [code]-1.6521[/code], [method " "smoothstep] возвращает наиболее плавную кривую без внезапных изменений " "производной. ЕÑли вам нужно выполнить более продвинутые перемещениÑ, " "иÑпользуйте [Tween] или [AnimationPlayer].\n" @@ -1956,8 +1987,8 @@ msgid "" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" -"Преобразует форматированную Ñтроку, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð±Ñ‹Ð»Ð° возвращена [методом " -"var2str] в иÑходное значение.\n" +"Преобразует форматированную Ñтроку, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð±Ñ‹Ð»Ð° возвращена [method var2str] " +"в иÑходное значение.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" @@ -2265,7 +2296,7 @@ msgid "" msgstr "" "ОÑтанавливает выполнение функции и возвращает текущее приоÑтановленное " "ÑоÑтоÑние вызывающей функции.\n" -"Ð’Ñ‹Ð·Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð´Ð¾Ð»Ð¶Ð½Ð° вызвать [метод GDScriptFunctionState.resume] на " +"Ð’Ñ‹Ð·Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð´Ð¾Ð»Ð¶Ð½Ð° вызвать [method GDScriptFunctionState.resume] на " "ÑоÑтоÑнии Ð´Ð»Ñ Ð²Ð¾Ð·Ð¾Ð±Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ. Ðто аннулирует ÑоÑтоÑние. Внутри " "возобновленной функции [code]yield()[/code] возвращает вÑе, что было " "передано в вызов функции [code]resume()[/code].\n" @@ -2278,21 +2309,21 @@ msgstr "" "работы функции:\n" "[codeblock].\n" "func _ready():\n" -" yield(countdown(), \"completed\") # ожидание Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ð¸ " +"\tyield(countdown(), \"completed\") # ожидание Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ð¸ " "countdown()\n" -" print('Ready')\n" +"\tprint('Ready')\n" "\n" "func countdown():\n" -" yield(get_tree(), \"idle_frame\") # возвращает объект " +"\tyield(get_tree(), \"idle_frame\") # возвращает объект " "GDScriptFunctionState Ð´Ð»Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ð¸ _ready()\n" -" print(3)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" -" print(2)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" -" print(1)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(3)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(2)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(1)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" -"# печатает:\n" +"# выведет:\n" "# 3\n" "# 2\n" "# 1\n" @@ -13808,6 +13839,7 @@ msgid "Camera node for 2D scenes." msgstr "" #: doc/classes/Camera2D.xml +#, fuzzy msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " @@ -13836,7 +13868,7 @@ msgstr "" "Обратите внимание, что положение узла [Camera2D] [code][/code] не отражает " "фактичеÑкое положение Ñкрана, которое может отличатьÑÑ Ð¸Ð·-за примененного " "ÑÐ³Ð»Ð°Ð¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð¸Ð»Ð¸ ограничений. Ð”Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ñ€ÐµÐ°Ð»ÑŒÐ½Ð¾Ð³Ð¾ Ð¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¼Ð¾Ð¶Ð½Ð¾ " -"иÑпользовать [метод get_camera_screen_center]." +"иÑпользовать [method get_camera_screen_center]." #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" @@ -16052,11 +16084,11 @@ msgstr "" "ÑвойÑтва (например, CanvasItem.modulate) могут принимать Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð±Ð¾Ð»ÑŒÑˆÐµ 1 " "(переÑвет или цвета HDR).\n" "Ð’Ñ‹ также можете Ñоздать цвет из Ñтандартизированных имен цветов Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ " -"[метода @GDScript.ColorN] или непоÑредÑтвенно иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð½Ñ‹Ðµ здеÑÑŒ " +"[method @GDScript.ColorN] или непоÑредÑтвенно иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð½Ñ‹Ðµ здеÑÑŒ " "цветовые конÑтанты. Стандартизированный набор цветов оÑнован на [url=https://" "en.wikipedia.org/wiki/X11_color_names]именах цветов X11[/url].\n" "ЕÑли вы хотите задать Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð² диапазоне от 0 до 255, вам Ñледует " -"иÑпользовать [метод @GDScript.Color8].\n" +"иÑпользовать [method @GDScript.Color8].\n" "[b]Примечание:[/b] Ð’ булевом контекÑте значение Color будет равно " "[code]false[/code], еÑли оно равно [code]Color(0, 0, 0, 0, 1)[/code] " "(непрозрачный черный). Ð’ противном Ñлучае значение Color вÑегда будет равно " @@ -17703,24 +17735,24 @@ msgid "" msgstr "" "Виртуальный метод, который должен быть реализован пользователем. ИÑпользуйте " "Ñтот метод Ð´Ð»Ñ Ð¾Ð±Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ¸ и приема входных данных на Ñлементах " -"пользовательÑкого интерфейÑа. См. [метод accept_event].\n" +"пользовательÑкого интерфейÑа. См. [method accept_event].\n" "Пример: щелчок по Ñлементу управлениÑ.\n" "[codeblock].\n" "func _gui_input(event):\n" -" if event is InputEventMouseButton:\n" -" if event.button_index == BUTTON_LEFT and event.pressed:\n" -" print(\"Ðа Ð¼ÐµÐ½Ñ Ð½Ð°Ð¶Ð°Ð»Ð¸ D:\")\n" +"\tif event is InputEventMouseButton:\n" +"\t\tif event.button_index == BUTTON_LEFT and event.pressed:\n" +"\t\t\tprint(\"Ðа Ð¼ÐµÐ½Ñ Ð½Ð°Ð¶Ð°Ð»Ð¸ D:\")\n" "[/codeblock].\n" "Событие не Ñработает, еÑли:\n" -"* щелчок вне Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ (Ñм. [метод has_point]);\n" +"* щелчок вне Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ (Ñм. [method has_point]);\n" "* у Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ [member mouse_filter] уÑтановлено значение [constant " "MOUSE_FILTER_IGNORE];\n" "* Ñлемент ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð·Ð°Ð³Ð¾Ñ€Ð¾Ð¶ÐµÐ½ другим [Control] Ñверху, у которого [member " "mouse_filter] не уÑтановлен на [constant MOUSE_FILTER_IGNORE];\n" "* родитель Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¸Ð¼ÐµÐµÑ‚ [member mouse_filter], уÑтановленный на " "[constant MOUSE_FILTER_STOP] или принÑл Ñобытие;\n" -"* Ñобытие проиÑходит вне прÑмоугольника родителÑ, и у Ñ€Ð¾Ð´Ð¸Ñ‚ÐµÐ»Ñ Ð²ÐºÐ»ÑŽÑ‡ÐµÐ½ [член " -"rect_clip_content] или [метод _clips_input].\n" +"* Ñобытие проиÑходит вне прÑмоугольника родителÑ, и у Ñ€Ð¾Ð´Ð¸Ñ‚ÐµÐ»Ñ Ð²ÐºÐ»ÑŽÑ‡ÐµÐ½ " +"[member rect_clip_content] или [method _clips_input].\n" "[b]Примечание:[/b] Положение ÑÐ¾Ð±Ñ‹Ñ‚Ð¸Ñ Ð¾Ñ‚Ð½Ð¾Ñительно начала Ñлемента управлениÑ." #: doc/classes/Control.xml @@ -17852,7 +17884,7 @@ msgstr "" "получении Ñлементов темы Ð´Ð»Ñ Ñлемента управлениÑ.\n" "[b]Примечание:[/b] Переопределение можно удалить, приÑвоив ему значение " "[code]null[/code]. Ðто поведение уÑтарело и будет удалено в верÑии 4.0, " -"иÑпользуйте [метод remove_stylebox_override] вмеÑто Ñтого.\n" +"иÑпользуйте [method remove_stylebox_override] вмеÑто Ñтого.\n" "См. также [метод get_stylebox].\n" "[b]Пример Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ ÑвойÑтва в StyleBox путем его дублированиÑ:[/b]\n" "[codeblock]\n" @@ -17867,7 +17899,7 @@ msgstr "" "$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n" "# Удалите переопределение Ñтилей.\n" "$MyButton.add_stylebox_override(\"normal\", null)\n" -"[/codeblock]." +"[/codeblock]" #: doc/classes/Control.xml msgid "" @@ -18583,7 +18615,7 @@ msgstr "" "необходимое Ð´Ð»Ñ Ð¿Ð¾ÑÐ²Ð»ÐµÐ½Ð¸Ñ Ð²Ñплывающей подÑказки Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ опции [code]gui/" "timers/tooltip_delay_sec[/code] в ÐаÑтройках проекта.\n" "Ð’ÑÐ¿Ð»Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ð¿Ð¾Ð´Ñказка будет иÑпользовать либо реализацию по умолчанию, либо " -"пользовательÑкую, которую вы можете Ñоздать, переопределив [метод " +"пользовательÑкую, которую вы можете Ñоздать, переопределив [method " "_make_custom_tooltip]. Ð’ÑÐ¿Ð»Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ð¿Ð¾Ð´Ñказка по умолчанию включает " "[PopupPanel] и [Label], ÑвойÑтва темы которых можно наÑтроить Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ " "методов [Theme] Ñ [code]\"TooltipPanel\"[/code] и [code]\"TooltipLabel\"[/" @@ -23673,17 +23705,17 @@ msgstr "" "ÑоÑтоÑние можно было воÑÑтановить при возврате на вкладку). Ðти данные " "автоматичеÑки ÑохранÑÑŽÑ‚ÑÑ Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð¹ Ñцены в файле [code]editstate[/code] в " "папке метаданных редактора. ЕÑли вы хотите Ñохранить глобальные (незавиÑимые " -"от Ñцены) данные редактора Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ плагина, вы можете иÑпользовать [метод " -"get_window_layout] вмеÑто Ñтого.\n" +"от Ñцены) данные редактора Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ плагина, вы можете иÑпользовать " +"[method get_window_layout] вмеÑто Ñтого.\n" "ИÑпользуйте [method set_state] Ð´Ð»Ñ Ð²Ð¾ÑÑÑ‚Ð°Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ñохраненного ÑоÑтоÑниÑ.\n" "[b]Примечание:[/b] Ðтот метод не Ñледует иÑпользовать Ð´Ð»Ñ ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð²Ð°Ð¶Ð½Ñ‹Ñ… " "наÑтроек, которые должны ÑохранÑтьÑÑ Ð² проекте.\n" "[b]Примечание:[/b] Ð”Ð»Ñ ÐºÐ¾Ñ€Ñ€ÐµÐºÑ‚Ð½Ð¾Ð³Ð¾ ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸ воÑÑÑ‚Ð°Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ ÑоÑтоÑÐ½Ð¸Ñ " -"необходимо реализовать [метод get_plugin_name].\n" +"необходимо реализовать [method get_plugin_name].\n" "[codeblock].\n" "func get_state():\n" -" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" -" return state\n" +"\tvar state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +"\treturn state\n" "[/codeblock]" #: doc/classes/EditorPlugin.xml @@ -27854,7 +27886,7 @@ msgstr "" "Вершины каждого многоугольника будут округлены в ÑоответÑтвии Ñ Ñ‚Ð¸Ð¿Ð¾Ð¼ " "[code]join_type[/code], Ñм. [enum PolyJoinType].\n" "Ð’ результате операции может быть получен внешний многоугольник (граница) и " -"внутренний многоугольник (отверÑтие), которые можно отличить, вызвав [метод " +"внутренний многоугольник (отверÑтие), которые можно отличить, вызвав [method " "is_polygon_clockwise].\n" "[b]Примечание:[/b] Ð”Ð»Ñ Ñпециального перевода вершин многоугольника " "иÑпользуйте метод [method Transform2D.xform]:\n" @@ -28261,9 +28293,9 @@ msgstr "" "занимает от 5 до 20 Ñекунд в большинÑтве Ñцен. Уменьшение [member subdiv] " "может уÑкорить запекание.\n" "[b]Примечание:[/b] [GeometryInstance]Ñ‹ и [Light]Ñ‹ должны быть полноÑтью " -"готовы до вызова [метода bake]. ЕÑли вы Ñоздаете их процедурно и некоторые " +"готовы до вызова [method bake]. ЕÑли вы Ñоздаете их процедурно и некоторые " "Ñетки или оÑвещение отÑутÑтвуют в вашем запекаемом [GIProbe], иÑпользуйте " -"[code]call_deferred(\"bake\")[/code] вмеÑто прÑмого вызова [метода bake]." +"[code]call_deferred(\"bake\")[/code] вмеÑто прÑмого вызова [method bake]." #: doc/classes/GIProbe.xml msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." @@ -30899,14 +30931,14 @@ msgid "" "in the URL. See [method String.http_escape] for an example." msgstr "" "Создает Ð·Ð°Ð¿Ñ€Ð¾Ñ Ð½Ð° базовом [HTTPClient]. ЕÑли нет ошибок конфигурации, " -"пытаетÑÑ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒÑÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ [метод HTTPClient.connect_to_host] и " -"передает параметры в [метод HTTPClient.request].\n" +"пытаетÑÑ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒÑÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ [method HTTPClient.connect_to_host] и " +"передает параметры в [method HTTPClient.request].\n" "Возвращает [constant OK], еÑли Ð·Ð°Ð¿Ñ€Ð¾Ñ ÑƒÑпешно Ñоздан. (Ðто не означает, что " -"Ñервер ответил), [конÑтанта ERR_UNCONFIGURED], еÑли не находитÑÑ Ð² дереве, " -"[конÑтанта ERR_BUSY], еÑли вÑе еще обрабатывает предыдущий запроÑ, " -"[конÑтанта ERR_INVALID_PARAMETER], еÑли Ð·Ð°Ð´Ð°Ð½Ð½Ð°Ñ Ñтрока не ÑвлÑетÑÑ " -"правильным форматом URL, или [конÑтанта ERR_CANT_CONNECT], еÑли не " -"иÑпользуетÑÑ Ð¿Ð¾Ñ‚Ð¾Ðº и [HTTPClient] не может ÑоединитьÑÑ Ñ Ñ…Ð¾Ñтом.\n" +"Ñервер ответил), [constant ERR_UNCONFIGURED], еÑли не находитÑÑ Ð² дереве, " +"[constant ERR_BUSY], еÑли вÑе еще обрабатывает предыдущий запроÑ, [constant " +"ERR_INVALID_PARAMETER], еÑли Ð·Ð°Ð´Ð°Ð½Ð½Ð°Ñ Ñтрока не ÑвлÑетÑÑ Ð¿Ñ€Ð°Ð²Ð¸Ð»ÑŒÐ½Ñ‹Ð¼ форматом " +"URL, или [constant ERR_CANT_CONNECT], еÑли не иÑпользуетÑÑ Ð¿Ð¾Ñ‚Ð¾Ðº и " +"[HTTPClient] не может ÑоединитьÑÑ Ñ Ñ…Ð¾Ñтом.\n" "[b]Примечание:[/b] ЕÑли [code]метод[/code] ÑвлÑетÑÑ [constant HTTPClient." "METHOD_GET], Ð¿Ð¾Ð»ÐµÐ·Ð½Ð°Ñ Ð½Ð°Ð³Ñ€ÑƒÐ·ÐºÐ°, Ð¾Ñ‚Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð½Ð°Ñ Ñ‡ÐµÑ€ÐµÐ· [code]request_data[/" "code], может быть проигнорирована Ñервером или даже привеÑти к отклонению " @@ -32299,7 +32331,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -34067,38 +34103,38 @@ msgid "" "[b]Note:[/b] Only available in the HTML5 platform." msgstr "" "JavaScriptObject иÑпользуетÑÑ Ð´Ð»Ñ Ð²Ð·Ð°Ð¸Ð¼Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°Ð¼Ð¸ JavaScript, " -"полученными или Ñозданными Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метода JavaScript.get_interface], " -"[метода JavaScript.create_object] или [метода JavaScript.create_callback].\n" +"полученными или Ñозданными Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [method JavaScript.get_interface], " +"[method JavaScript.create_object] или [method JavaScript.create_callback].\n" "Пример:\n" "[codeblock]\n" -"раÑширÑет Node\n" +"extends Node\n" "\n" "var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # Ðта " "ÑÑылка должна быть Ñохранена\n" "var console = JavaScript.get_interface(\"console\")\n" "\n" "func _init():\n" -" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый " +"\tvar buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый " "ArrayBuffer(10)\n" -" print(buf) # печатает [JavaScriptObject:OBJECT_ID]\n" -" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый " +"\tprint(buf) # печатает [JavaScriptObject:OBJECT_ID]\n" +"\tvar uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый " "Uint8Array(buf)\n" -" uint8arr[1] = 255\n" -" prints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n" -" console.log(uint8arr) # печатает в конÑоли браузера \"Uint8Array(10) " -"[ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n" +"\tuint8arr[1] = 255\n" +"\tprints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n" +"\tconsole.log(uint8arr) # печатает в конÑоли браузера \"Uint8Array(10) [ 0, " +"255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n" "\n" -" # Ðквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n" -" JavaScript.get_interface(\"Array\").from(uint8arr)." +"\t# Ðквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n" +"\tJavaScript.get_interface(\"Array\").from(uint8arr)." "forEach(_my_js_callback)\n" "\n" "func myCallback(args):\n" -" # Будет вызван Ñ Ð¿Ð°Ñ€Ð°Ð¼ÐµÑ‚Ñ€Ð°Ð¼Ð¸, переданными в обратный вызов \"forEach\".\n" -" # [0, 0, [JavaScriptObject:1173]]\n" -" # [255, 1, [JavaScriptObject:1173]]\n" -" # ...\n" -" # [0, 9, [JavaScriptObject:1180]]\n" -" print(args)\n" +"\t# Будет вызван Ñ Ð¿Ð°Ñ€Ð°Ð¼ÐµÑ‚Ñ€Ð°Ð¼Ð¸, переданными в обратный вызов \"forEach\".\n" +"\t# [0, 0, [JavaScriptObject:1173]]\n" +"\t# [255, 1, [JavaScriptObject:1173]]\n" +"\t# ...\n" +"\t# [0, 9, [JavaScriptObject:1180]]\n" +"\tprint(args)\n" "[/codeblock].\n" "[b]Примечание:[/b] ДоÑтупно только в платформе HTML5." @@ -39775,7 +39811,7 @@ msgstr "Возвращает значение задержки данного к msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "" -"Возвращает нормаль Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸, возвращенной [методом map_get_closest_point]." +"Возвращает нормаль Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸, возвращенной [method map_get_closest_point]." #: doc/classes/NavigationServer.xml msgid "" @@ -39976,10 +40012,10 @@ msgstr "" "пирами, чтобы гарантировать, что пропуÑÐºÐ½Ð°Ñ ÑпоÑобноÑть пиров не будет " "превышена. Параметры пропуÑкной ÑпоÑобноÑти также определÑÑŽÑ‚ размер окна " "ÑоединениÑ, которое ограничивает количеÑтво надежных пакетов, которые могут " -"находитьÑÑ Ð² пути в любой момент времени. Возвращает [конÑтанту OK], еÑли " -"клиент был Ñоздан, [конÑтанту ERR_ALREADY_IN_USE], еÑли данный ÑкземплÑÑ€ " +"находитьÑÑ Ð² пути в любой момент времени. Возвращает [constant OK], еÑли " +"клиент был Ñоздан, [constant ERR_ALREADY_IN_USE], еÑли данный ÑкземплÑÑ€ " "NetworkedMultiplayerENet уже имеет открытое Ñоединение (в Ñтом Ñлучае " -"необходимо Ñначала вызвать [метод close_connection]) или [конÑтанту " +"необходимо Ñначала вызвать [method close_connection]) или [constant " "ERR_CANT_CREATE], еÑли клиент не может быть Ñоздан. ЕÑли указано " "[code]client_port[/code], клиент также будет Ñлушать указанный порт; Ñто " "полезно Ð´Ð»Ñ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ñ… методов обхода NAT." @@ -75012,23 +75048,24 @@ msgid "" "viewport_set_render_direct_to_screen]." msgstr "" "Копирует видовой Ñкран в облаÑть Ñкрана, указанную [code]rect[/code]. ЕÑли " -"[член Viewport.render_direct_to_screen] равен [code]true[/code], то вьюпорт " -"не иÑпользует фреймбуфер и Ñодержимое вьюпорта выводитÑÑ Ð½ÐµÐ¿Ð¾ÑредÑтвенно на " -"Ñкран. Однако обратите внимание, что корневой видовой Ñкран риÑуетÑÑ " -"поÑледним, поÑтому он будет риÑоватьÑÑ Ð¿Ð¾Ð²ÐµÑ€Ñ… Ñкрана. СоответÑтвенно, вы " -"должны уÑтановить корневой видовой Ñкран на облаÑть, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð½Ðµ покрывает " -"облаÑть, к которой вы прикрепили Ñтот видовой Ñкран.\n" +"[member Viewport.render_direct_to_screen] равен [code]true[/code], то " +"вьюпорт не иÑпользует фреймбуфер и Ñодержимое вьюпорта выводитÑÑ " +"непоÑредÑтвенно на Ñкран. Однако обратите внимание, что корневой видовой " +"Ñкран риÑуетÑÑ Ð¿Ð¾Ñледним, поÑтому он будет риÑоватьÑÑ Ð¿Ð¾Ð²ÐµÑ€Ñ… Ñкрана. " +"СоответÑтвенно, вы должны уÑтановить корневой видовой Ñкран на облаÑть, " +"ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð½Ðµ покрывает облаÑть, к которой вы прикрепили Ñтот видовой Ñкран.\n" "Ðапример, вы можете уÑтановить корневой видовой Ñкран так, чтобы он вообще " "не отриÑовывалÑÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ñледующий код:\n" "[codeblock].\n" "func _ready():\n" -" get_viewport().set_attach_to_screen_rect(Rect2())\n" -" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" +"\tget_viewport().set_attach_to_screen_rect(Rect2())\n" +"\t$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock].\n" "ИÑпользование Ñтого метода может привеÑти к значительной оптимизации, " "оÑобенно на уÑтройÑтвах низкого клаÑÑа. Однако за Ñто приходитÑÑ " "раÑплачиватьÑÑ Ð½ÐµÐ¾Ð±Ñ…Ð¾Ð´Ð¸Ð¼Ð¾Ñтью управлÑть видовыми Ñкранами вручную. Ð”Ð»Ñ " -"дальнейшей оптимизации Ñмотрите [метод viewport_set_render_direct_to_screen]." +"дальнейшей оптимизации Ñмотрите [method " +"viewport_set_render_direct_to_screen]." #: doc/classes/VisualServer.xml msgid "" diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 3a58e3f2a9..d82d0b12ee 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -29911,7 +29911,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index 2846de07bb..2fccf2bef4 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -29922,7 +29922,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/sv.po b/doc/translations/sv.po index 65cad9bf8a..b4ec51f179 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -29909,7 +29909,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/th.po b/doc/translations/th.po index 54fbdbfe27..0ca308df1c 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -30049,7 +30049,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/tl.po b/doc/translations/tl.po index a9b6a9e2a9..a3d46e6b1d 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -29997,7 +29997,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/tr.po b/doc/translations/tr.po index 5d8f2afe29..a41bb69483 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -30744,7 +30744,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/uk.po b/doc/translations/uk.po index 3714c11d88..6c071cee85 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -20,8 +20,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-25 12:13+0000\n" -"Last-Translator: Лев ДворÑкий <ne3r0n@gmail.com>\n" +"PO-Revision-Date: 2022-12-28 14:08+0000\n" +"Last-Translator: KazanskiyMaks <kazanskiy.maks@gmail.com>\n" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/uk/>\n" "Language: uk\n" @@ -30,7 +30,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -106,13 +106,11 @@ msgid "Getter" msgstr "Отримувач" #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method should typically be overridden by the user to have any effect." msgstr "Зазвичай, цей метод перевизначаєтьÑÑ ÐºÐ¾Ñ€Ð¸Ñтувачем, щоб він мав вплив." #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." @@ -120,13 +118,11 @@ msgstr "" "Цей метод не має побічних ефектів. Ðе змінює ніÑку змінну екземплÑра об'єкта." #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method accepts any number of arguments after the ones described here." msgstr "Цей метод приймає будь-Ñке чиÑло аргументів піÑÐ»Ñ Ð¾Ð¿Ð¸Ñаних тут." #: doc/tools/make_rst.py -#, fuzzy msgid "This method is used to construct a type." msgstr "Цей метод викориÑтовуєтьÑÑ Ð´Ð»Ñ Ð¿Ð¾Ð±ÑƒÐ´Ð¾Ð²Ð¸ типів." @@ -136,8 +132,8 @@ msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" -"Ð”Ð»Ñ Ð²Ð¸ÐºÐ¾Ñ€Ð¸ÑтаннÑ, цей метод не потребує ÑÑ‚Ð²Ð¾Ñ€ÐµÐ½Ð½Ñ Ð¾Ð±'єкта, тому він може " -"бути викликаним напрÑму вказавши назву клаÑу." +"Ð”Ð»Ñ Ð²Ð¸ÐºÐ»Ð¸ÐºÑƒ, метод не потребує ÑÑ‚Ð²Ð¾Ñ€ÐµÐ½Ð½Ñ Ð¾Ð±'єкта, тому він може бути " +"викориÑтаним проÑто вказавши назву клаÑу." #: doc/tools/make_rst.py msgid "" @@ -285,22 +281,22 @@ msgid "" "[/codeblock]" msgstr "" "ПеревірÑÑ”, чи [code]condition[/code] дорівнює [code]true[/code]. Якщо " -"[code]condition[/code] дорівнює [code]false[/code], буде згенеровано " -"помилку. Якщо виконуєтьÑÑ Ñƒ редакторі, проєкт буде також призупинено, поки " -"ви не продовжите його. Може бути викориÑтано, Ñк більш дієва форма [method " -"push_error] Ð´Ð»Ñ Ð·Ð²Ñ–Ñ‚ÑƒÐ²Ð°Ð½Ð½Ñ Ð¿Ð¾Ð¼Ð¸Ð»Ð¾Ðº розробникам проєкту, або допоміжним " -"кориÑтувачам.\n" +"[code]condition[/code] дорівнює [code]false[/code], буде Ñтворено помилку. " +"Якщо виконуєтьÑÑ Ð² редакторі, проєкт також буде призупинено, поки ви не " +"відновите його роботу. Можна викориÑтати, Ñк більш дієву форму [method " +"push_error] Ð´Ð»Ñ Ð·Ð²Ñ–Ñ‚ÑƒÐ²Ð°Ð½Ð½Ñ Ð¿Ð¾Ð¼Ð¸Ð»Ð¾Ðº розробникам проєкту, або кориÑтувачам " +"Ð´Ð¾Ð¿Ð¾Ð²Ð½ÐµÐ½Ð½Ñ (add-on).\n" "[b]Ðотатка:[/b] З міркувань продуктивноÑті, код вÑередині [method assert] " -"виконуєтьÑÑ Ñ‚Ñ–Ð»ÑŒÐºÐ¸ у діагноÑтичних збірках, або коли проєкт виконуєтьÑÑ Ñƒ " -"редакторі. Ðе викориÑтовуйте код, Ñкий негативно впливає на Ð²Ð¸ÐºÐ¾Ð½Ð°Ð½Ð½Ñ " -"[method assert]. Інакше, проєкт буде поводити Ñебе інакше, Ñкщо він буде " -"екÑпортованим у режимі публікації.\n" +"виконуєтьÑÑ Ñ‚Ñ–Ð»ÑŒÐºÐ¸ у діагноÑтичних збірках, або коли проєкт виконуєтьÑÑ Ð² " +"редакторі. Ðе включайте в код, де викориÑÑ‚Ð°Ð½Ð½Ñ [method assert] призведе до " +"побічних ефектів. У противному разі, проєкт буде поводити Ñебе інакше, Ñкщо " +"він буде екÑпортованим у режимі публікації.\n" "Якщо задано необов'Ñзковий аргумент [code]message[/code], то він буде " "показаний у додаток до Ð¿Ð¾Ð²Ñ–Ð´Ð¾Ð¼Ð»ÐµÐ½Ð½Ñ \"Assertion failed\". Ви можете " -"ÑкориÑтатиÑÑ Ñ†Ð¸Ð¼ Ð´Ð»Ñ Ð½Ð°Ð´Ð°Ð½Ð½Ñ Ð´Ð¾Ð´Ð°Ñ‚ÐºÐ¾Ð²Ð¸Ñ… відомоÑтей щодо того, чому перевірку " -"не було пройдено.\n" +"ÑкориÑтатиÑÑ Ñ†Ð¸Ð¼ Ð´Ð»Ñ Ð½Ð°Ð´Ð°Ð½Ð½Ñ Ð´Ð¾Ð´Ð°Ñ‚ÐºÐ¾Ð²Ð¸Ñ… відомоÑтей щодо причини провалу " +"перевірки.\n" "[codeblock]\n" -"# ПрипуÑтимо, що ви хочете, щоб швидкіÑть (speed) була у межах від 0 до 20.\n" +"# ПрипуÑтимо, ви хочете, щоб швидкіÑть (speed) була у межах від 0 до 20.\n" "var speed = -10\n" "assert(speed < 20) # ІÑтина, програма продовжить виконаннÑ\n" "assert(speed >= 0) # Хиба, програму буде зупинено\n" @@ -375,6 +371,7 @@ msgstr "" "полÑрну ÑиÑтему (відÑтань до початку координат та кут)." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Rounds [code]s[/code] upward (towards positive infinity), returning the " "smallest whole number that is not less than [code]s[/code].\n" @@ -384,6 +381,13 @@ msgid "" "[/codeblock]\n" "See also [method floor], [method round], [method stepify], and [int]." msgstr "" +"Заокруглює [code]s[/code] вгору (до додатної неÑкінченноÑті), повертаючи " +"найменше чиÑло, ще не менше за [code]s[/code].\n" +"[codeblock]\n" +"a = ceil(1.45) # a дорівнює 2.0\n" +"a = ceil(1.001) # a дорівнює 2.0\n" +"[/codeblock]\n" +"Також переглÑньте [method floor], [method round], [method stepify] та [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -396,6 +400,13 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" +"Повертає Ñимвол, Ñк Ð Ñдок з даного Юнікод коду(що ÑуміÑний з ASCII кодом).\n" +"[codeblock]\n" +"a = char(65) # a дорівнює \"A\"\n" +"a = char(65 + 32) # a дорівнює \"a\"\n" +"a = char(8364) # a дорівнює \"€\"\n" +"[/codeblock]\n" +"Це протилежніÑть до [method ord]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -407,6 +418,13 @@ msgid "" "a = clamp(15, 1, 20) # a is 15\n" "[/codeblock]" msgstr "" +"ЗатиÑкує [code]value[/code] та повертає значеннÑ, що не менше за [code]min[/" +"code] Ñ– не більше за [code]max[/code].\n" +"[codeblock]\n" +"a = clamp(1000, 1, 20) # a дорівнює 20\n" +"a = clamp(-10, 1, 20) # a дорівнює 1\n" +"a = clamp(15, 1, 20) # a дорівнює 15\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -421,6 +439,16 @@ msgid "" "print(a.length())\n" "[/codeblock]" msgstr "" +"Конвертує один тип в інший у найкращий ÑпоÑіб. Параметр [code]type[/code] " +"викориÑтовує Ð·Ð½Ð°Ñ‡ÐµÐ½Ð½Ñ Ð· [enum Variant.Type].\n" +"[codeblock]\n" +"a = Vector2(1, 0)\n" +"# Виводить 1\n" +"print(a.length())\n" +"a = convert(a, TYPE_STRING)\n" +"# Виводить 6, бо Ñ€Ñдок \"(1, 0)\" ÑкладаєтьÑÑ Ð· 6 Ñимволів\n" +"print(a.length())\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy @@ -431,11 +459,10 @@ msgid "" "a = cos(PI) # a is -1.0\n" "[/codeblock]" msgstr "" -"Повертає абÑолютне Ð·Ð½Ð°Ñ‡ÐµÐ½Ð½Ñ Ð¿Ð°Ñ€Ð°Ð¼ÐµÑ‚Ñ€Ñƒ [code]s[/code] (тобто Ð·Ð½Ð°Ñ‡ÐµÐ½Ð½Ñ Ð±ÐµÐ· " -"знака, працює Ð´Ð»Ñ Ñ†Ñ–Ð»Ð¸Ñ… чиÑел Ñ– чиÑел із рухомою крапкою).\n" +"Повертає коÑÐ¸Ð½ÑƒÑ ÐºÑƒÑ‚Ð° [code]s[/code] в радіанах.\n" "[codeblock]\n" -"# a дорівнює 1\n" -"a = abs(-1)\n" +"a = cos(TAU) # a дорівнює 1.0\n" +"a = cos(PI) # a дорівнює -1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -452,11 +479,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Converts from decibels to linear energy (audio)." -msgstr "" +msgstr "Перетворює з децибел в лінійну енергію (аудіо)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Deprecated alias for [method step_decimals]." -msgstr "" +msgstr "ЗаÑтарілий пÑевдонім Ð´Ð»Ñ [method step_decimals]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -468,6 +495,13 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" +"[b]Ðотатка:[/b] [code]dectime[/code] заÑтарілий Ñ– буде вилучений в Godot " +"4.0, натоміÑть краще викориÑтовуйте [method move_toward].\n" +"Повертає результат [code]value[/code] зменшений на [code]step[/code] * " +"[code]amount[/code].\n" +"[codeblock]\n" +"a = dectime(60, 10, 0.1)) # a дорівнює 59.0\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -489,6 +523,23 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" +"Порівнює два значеннÑ, шлÑхом порівнÑÐ½Ð½Ñ Ñ—Ñ… реального вміÑту, рекурÑивно Ð´Ð»Ñ " +"будь-Ñкого [Array] чи [Dictionary] аж до найглибшого рівнÑ.\n" +"Порівнюючи з [code]==[/code], відмітимо:\n" +"- Ð”Ð»Ñ [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" +"code], [code]Object[/code] та [code]RID[/code] що [code]deep_equal[/code], " +"що [code]==[/code] працюють однаково.\n" +"- Ð”Ð»Ñ [code]Dictionary[/code], [code]==[/code] виÑвлÑÑ” рівніÑть тоді й " +"тільки тоді, коли йде порівнÑÐ½Ð½Ñ Ð· цим Ñамим [code]Dictionary[/code], без " +"рекурÑÑ–Ñ— чи будь-Ñкого Ð²Ñ€Ð°Ñ…ÑƒÐ²Ð°Ð½Ð½Ñ Ð²Ð¼Ñ–Ñту.\n" +"- Ð”Ð»Ñ [code]Array[/code], [code]==[/code] виÑвлÑÑ” рівніÑть тоді й тільки " +"тоді, коли кожний елемент у першому [code]Array[/code] дорівнює відповідному " +"елементу в другому [code]Array[/code], де порівнÑÐ½Ð½Ñ Ð¿Ñ€Ð¾Ñ…Ð¾Ð´Ð¸Ñ‚ÑŒ через " +"[code]==[/code]. Це означає, що [code]==[/code] рекурÑивно порівнює " +"[code]Array[/code], але не [code]Dictionary[/code].\n" +"Загалом, Ñкщо у Ð²Ð°Ñ Ð¿Ð¾Ñ‚ÐµÐ½Ñ†Ñ–Ð¹Ð½Ð¾ викориÑтовуєтьÑÑ [code]Dictionary[/code], Ñ– " +"вам потрібно порівнÑÐ½Ð½Ñ Ð· урахуваннÑм вміÑту, викориÑтовуйте " +"[code]deep_equal[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -30098,7 +30149,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/vi.po b/doc/translations/vi.po index 962440bfab..36ef54b096 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -30410,7 +30410,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 966ec9b0f9..773dda130e 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -3,7 +3,7 @@ # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # -# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022. +# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022, 2023. # fangxvan <2661712415@qq.com>, 2020. # yzt <834950797@qq.com>, 2020. # 懵逼Kitty <m1330586660@163.com>, 2020, 2021. @@ -37,7 +37,7 @@ # Juer Genie Whang <2695996944@qq.com>, 2021. # SimonChang <simon_chang@foxmail.com>, 2021. # zeng haochen <m18621006730@163.com>, 2021. -# suplife <2634557184@qq.com>, 2021. +# suplife <2634557184@qq.com>, 2021, 2023. # Magian <magian1127@gmail.com>, 2021, 2022. # ji233 <27987772@qq.com>, 2021. # 沈士超 <shenshichao920@hotmail.com>, 2021. @@ -64,7 +64,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-12 06:48+0000\n" +"PO-Revision-Date: 2023-01-09 20:42+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -73,7 +73,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -730,7 +730,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -754,7 +753,7 @@ msgid "" "get_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" -"返回一个表示当å‰è°ƒç”¨å †æ ˆçš„å—典数组。\n" +"返回一个表示当å‰è°ƒç”¨å †æ ˆçš„å—典数组。å¦è¯·å‚阅 [method print_stack]。\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -769,7 +768,11 @@ msgstr "" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注æ„:[/b]è¿è¡Œä¸çš„实例连接到调试æœåŠ¡å™¨ï¼ˆä¾‹å¦‚ç¼–è¾‘å™¨å®žä¾‹ï¼‰åŽï¼Œ[method " +"get_stack] æ‰èƒ½æ£å¸¸å·¥ä½œã€‚[method get_stack] æ— æ³•åœ¨ä½¿ç”¨å‘布模å¼å¯¼å‡ºçš„é¡¹ç›®ä¸æ£" +"常工作。使用调试模å¼å¯¼å‡ºçš„项目如果没有连接到调试æœåŠ¡å™¨ï¼Œåˆ™è¯¥å‡½æ•°ä¹Ÿæ— æ³•æ£å¸¸å·¥" +"作。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1367,6 +1370,15 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"输出当å‰ä»£ç ä½ç½®çš„æ ˆè¿½è¸ªã€‚å¦è¯·å‚阅 [method get_stack]。\n" +"控制å°ä¸çš„è¾“å‡ºæ˜¯ç±»ä¼¼è¿™æ ·çš„ï¼š\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]注æ„:[/b]è¿è¡Œä¸çš„实例连接到调试æœåŠ¡å™¨ï¼ˆä¾‹å¦‚ç¼–è¾‘å™¨å®žä¾‹ï¼‰åŽï¼Œ[method " +"print_stack] æ‰èƒ½æ£å¸¸å·¥ä½œã€‚[method print_stack] æ— æ³•åœ¨ä½¿ç”¨å‘布模å¼å¯¼å‡ºçš„项目" +"䏿£å¸¸å·¥ä½œã€‚使用调试模å¼å¯¼å‡ºçš„项目如果没有连接到调试æœåŠ¡å™¨ï¼Œåˆ™è¯¥å‡½æ•°ä¹Ÿæ— æ³•æ£" +"常工作。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4407,6 +4419,18 @@ msgid "" "[b]Note:[/b] The final colon is required to specify for properly detecting " "built-in types." msgstr "" +"æç¤ºä¸€ä¸ªå±žæ€§ä»£è¡¨ç‰¹å®šçš„类型。如果属性为 [constant TYPE_STRING],则å¯ä»¥é€šè¿‡åˆ›å»º" +"å¯¹è¯æ¡†è®¾ç½®å…¶ç±»åž‹ã€‚å¦‚æžœä½ éœ€è¦åˆ›å»ºä¸€ä¸ª [Array] æ¥æ”¾ç½®ç‰¹å®šç±»åž‹çš„å…ƒç´ ï¼Œåˆ™ " +"[code]hint_string[/code] 必须使用 [code]\":\"[/code] æ¥ç¼–ç 嵌套类型,使用 " +"[code]\"/\"[/code] æ¥æŒ‡å®š [Resource] 类型。例如:\n" +"[codeblock]\n" +"hint_string = \"%s:\" % [TYPE_INT] # 整数数组。\n" +"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # 浮点数二维数组。\n" +"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # èµ„æºæ•°ç»„。\n" +"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " +"# 资æºäºŒç»´æ•°ç»„。\n" +"[/codeblock]\n" +"[b]注æ„:[/b]最åŽçš„冒巿˜¯å¿…须的,å¦åˆ™æ— 法æ£ç¡®æ£€æµ‹å†…置类型。" #: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." @@ -8808,7 +8832,6 @@ msgstr "" "è¾ƒæ…¢ã€‚è¿™æ˜¯å› ä¸ºæ‰€æœ‰æ”¾ç½®åœ¨åˆ é™¤å…ƒç´ ä¹‹åŽçš„å…ƒç´ éƒ½å¿…é¡»é‡æ–°ç´¢å¼•。" #: doc/classes/Array.xml -#, fuzzy msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " @@ -8828,7 +8851,9 @@ msgstr "" "var array = []\n" "array.resize(10)\n" "array.fill(0) # å°† 10 ä¸ªå…ƒç´ éƒ½åˆå§‹åŒ–为 0。\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注æ„:[/b]如果 [code]value[/code] 为引用类型(派生自 [Object]ã€[Array]ã€" +"[Dictionary] ç‰ï¼‰ï¼Œé‚£ä¹ˆä¼šç”¨åŒä¸€ä¸ªå¯¹è±¡çš„引用填充该数组,å³ä¸ä¼šåˆ›å»ºå‰¯æœ¬ã€‚" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml @@ -9076,7 +9101,6 @@ msgstr "" "索引之间的å˜åŒ–。" #: doc/classes/Array.xml -#, fuzzy msgid "" "Sorts the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" @@ -9092,6 +9116,9 @@ msgid "" "[/codeblock]" msgstr "" "对数组进行排åºã€‚\n" +"[b]注æ„:[/b]æŽ’åºæ‰€ä½¿ç”¨çš„算法并ä¸[url=https://zh.wikipedia.org/wiki/" +"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" +"也就是说,使用 [method sort] 时相ç‰çš„值之间的顺åºå¯èƒ½ä¼šæ”¹å˜ã€‚\n" "[b]注æ„:[/b]å—ç¬¦ä¸²æŒ‰å—æ¯é¡ºåºæŽ’åºï¼ˆä¸Žè‡ªç„¶é¡ºåºç›¸å)。当对一个以数å—åºåˆ—结尾的" "å—ç¬¦ä¸²æ•°ç»„è¿›è¡ŒæŽ’åºæ—¶ï¼Œè¿™å¯èƒ½ä¼šå¯¼è‡´æ„外的行为。请看下é¢çš„例å。\n" "[codeblock]\n" @@ -9101,7 +9128,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Array.xml -#, fuzzy msgid "" "Sorts the array using a custom method. The arguments are an object that " "holds the method and the name of such method. The custom method receives two " @@ -9135,8 +9161,11 @@ msgstr "" "å¯¹äºŽä¸¤ä¸ªå…ƒç´ [code]a[/code] å’Œ [code]b[/code],如果给定的方法返回 " "[code]true[/code],数组ä¸çš„å…ƒç´ [code]b[/code] å°†æŽ’åœ¨å…ƒç´ [code]a[/code] 之" "åŽã€‚\n" -"[b]注æ„:[/b]ä½ ä¸èƒ½éšæœºåŒ–è¿”å›žå€¼ï¼Œå› ä¸ºå †æŽ’åºç®—æ³•æœŸæœ›ä¸€ä¸ªç¡®å®šçš„ç»“æžœã€‚è€Œè¿™æ ·åšä¼š" -"导致æ„外的行为。\n" +"[b]注æ„:[/b]æŽ’åºæ‰€ä½¿ç”¨çš„算法并ä¸[url=https://zh.wikipedia.org/wiki/" +"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" +"也就是说,使用 [method sort] 时相ç‰çš„值之间的顺åºå¯èƒ½ä¼šæ”¹å˜ã€‚\n" +"[b]注æ„:[/b]ä¸èƒ½éšæœºè¿”å›žä¸€ä¸ªå€¼ï¼Œå› ä¸ºå †æŽ’åºç®—æ³•æœŸæœ›ç¡®å®šçš„ç»“æžœã€‚éšæœºè¿”回一个值" +"会导致æ„外的行为。\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" @@ -9787,7 +9816,7 @@ msgid "" "However, at this point in time only one interface can render to an HMD." msgstr "" "调用这个æ¥åˆå§‹åŒ–这个接å£ã€‚第一个被åˆå§‹åŒ–的接å£ç¡®å®šä¸ºä¸»æŽ¥å£ï¼Œç”¨äºŽæ¸²æŸ“输出。\n" -"在åˆå§‹åŒ–了接å£ä¹‹åŽï¼Œéœ€è¦å¯ç”¨è§†çª—çš„ AR/VR 模å¼ï¼Œå°†å¼€å§‹æ¸²æŸ“。\n" +"在åˆå§‹åŒ–了接å£ä¹‹åŽï¼Œéœ€è¦å¯ç”¨è§†å£çš„ AR/VR 模å¼ï¼Œå°†å¼€å§‹æ¸²æŸ“。\n" "[b]注æ„:[/b]对于任何使用 Godot 主输出的设备,如移动 VRï¼Œä½ å¿…é¡»åœ¨ä¸»è§†å£ä¸Šå¯" "用 AR/VR 模å¼ã€‚\n" "å¦‚æžœä½ ä¸ºä¸€ä¸ªå¤„ç†è‡ªå·±è¾“出的平å°è¿™æ ·åšï¼ˆå¦‚ OpenVR),Godot 就会在å±å¹•ä¸Šåªæ˜¾ç¤ºä¸€" @@ -9844,9 +9873,9 @@ msgid "" "[method get_render_targetsize]). Using a separate viewport node frees up the " "main viewport for other purposes." msgstr "" -"这个接å£è¾“出到一个外部设备。如果使用主视区,å±å¹•上的输出是一个未ç»ä¿®æ”¹çš„左眼" -"或å³çœ¼çš„缓冲区,如果没有将视窗尺寸更改为 [method get_render_targetsize] 的相" -"åŒé•¿å®½æ¯”,则被拉伸。使用一个å•独的视窗节点å¯ä»¥é‡Šæ”¾å‡ºä¸»è§†åŒºï¼Œç”¨äºŽå…¶ä»–用途。" +"这个接å£è¾“出到一个外部设备。如果使用主视å£ï¼Œå±å¹•上的输出是一个未ç»ä¿®æ”¹çš„左眼" +"或å³çœ¼çš„缓冲区,如果没有将视å£å°ºå¯¸æ›´æ”¹ä¸º [method get_render_targetsize] 的相" +"åŒé•¿å®½æ¯”,则被拉伸。使用一个å•独的视å£èŠ‚ç‚¹å¯ä»¥é‡Šæ”¾å‡ºä¸»è§†å£ï¼Œç”¨äºŽå…¶ä»–用途。" #: doc/classes/ARVRInterface.xml msgid "" @@ -12402,14 +12431,13 @@ msgid "Clears the audio sample data buffer." msgstr "æ¸…é™¤éŸ³é¢‘æ ·æœ¬æ•°æ®ç¼“冲区。" #: doc/classes/AudioStreamGeneratorPlayback.xml -#, fuzzy msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" -"如果å¯ä»¥å°†å¤§å°ä¸º [code]amount[/code] 的缓冲区推é€åˆ°éŸ³é¢‘é‡‡æ ·æ•°æ®ç¼“冲区而ä¸ä½¿å…¶" -"溢出,则返回 [code]true[/code],å¦åˆ™è¿”回 [code]false[/code]。" +"返回能够推é€åˆ°éŸ³é¢‘é‡‡æ ·æ•°æ®ç¼“冲区而ä¸ä½¿å…¶æº¢å‡ºçš„帧数。如果结果为 [code]0[/" +"code],则缓冲区已满。" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" @@ -13042,7 +13070,6 @@ msgstr "" "[code]texture(SCREEN_TEXTURE, ...)[/code] 函数在ç€è‰²å™¨è„šæœ¬ä¸å¯¹å…¶è¿›è¡Œè®¿é—®ã€‚" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the [BackBufferCopy] node is buffered with the content of the screen it " @@ -13055,44 +13082,40 @@ msgid "" "derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" -"用于对当å‰å±å¹•显示进行åŽå°ç¼“冲的节点。BackBufferCopy 节点ä¸å®šä¹‰çš„区域与其覆盖" -"å±å¹•çš„å†…å®¹ä¸€èµ·ç¼“å†²ï¼Œæˆ–è€…æ ¹æ®æ‹·è´æ¨¡å¼è®¾ç½®çš„æ•´ä¸ªå±å¹•进行缓冲。在ç€è‰²å™¨è„šæœ¬ä¸ä½¿" -"用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数æ¥è®¿é—®ç¼“冲区。\n" +"ç”¨äºŽå¯¹å½“å‰æ˜¾ç¤ºçš„å±å¹•进行åŽå°ç¼“冲的节点。[BackBufferCopy] 节点ä¸å®šä¹‰çš„区域与其" +"覆盖å±å¹•çš„å†…å®¹ä¸€èµ·ç¼“å†²ï¼Œæˆ–è€…æ ¹æ®æ‹·è´æ¨¡å¼è®¾ç½®çš„æ•´ä¸ªå±å¹•进行缓冲。在ç€è‰²å™¨è„šæœ¬" +"ä¸ä½¿ç”¨ [code]texture(SCREEN_TEXTURE, ...)[/code] 函数æ¥è®¿é—®ç¼“冲区。\n" "[b]注æ„:[/b]由于该节点继承自 [Node2D] è€Œéž [Control],锚点和边è·å°†ä¸ä¼šåº”用于" "从 [Control] 派生的å节点。这在调整窗å£å¤§å°æ—¶å¯èƒ½ä¼šå‡ºçŽ°é—®é¢˜ã€‚ä¸ºé¿å…è¿™ç§æƒ…况," -"请将 [Control] æ´¾ç”ŸèŠ‚ç‚¹æ·»åŠ ä¸º BackBufferCopy 节点的[i]åŒçº§[/i],ä¸è¦å°†å®ƒä»¬æ·»" -"åŠ ä¸ºå…¶å节点。" +"请将 [Control] æ´¾ç”ŸèŠ‚ç‚¹æ·»åŠ ä¸º [BackBufferCopy] 节点的[i]åŒçº§[/i],ä¸è¦å°†å®ƒä»¬" +"æ·»åŠ ä¸ºå…¶å节点。" #: doc/classes/BackBufferCopy.xml msgid "Buffer mode. See [enum CopyMode] constants." msgstr "缓冲区模å¼ã€‚è§ [enum CopyMode] 常é‡ã€‚" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" -"BackBufferCopy è¦†ç›–çš„åŒºåŸŸã€‚åªæœ‰å½“ [member copy_mode] 是 [constant " +"该 [BackBufferCopy] æ‰€è¦†ç›–çš„åŒºåŸŸã€‚åªæœ‰å½“ [member copy_mode] 为 [constant " "COPY_MODE_RECT] æ—¶æ‰ä½¿ç”¨ã€‚" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" -"ç¦ç”¨ç¼“冲模å¼ã€‚è¿™æ„å‘³ç€ BackBufferCopy 节点将直接使用它所覆盖的å±å¹•部分。" +"ç¦ç”¨ç¼“冲模å¼ã€‚è¿™æ„味ç€è¯¥ [BackBufferCopy] 节点将直接使用它所覆盖的å±å¹•部分。" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "[BackBufferCopy] buffers a rectangular region." -msgstr "BackBufferCopy 缓冲一个矩形区域。" +msgstr "[BackBufferCopy] 缓冲一个矩形区域。" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "[BackBufferCopy] buffers the entire screen." -msgstr "BackBufferCopy 缓冲整个å±å¹•。" +msgstr "[BackBufferCopy] 缓冲整个å±å¹•。" #: doc/classes/BakedLightmap.xml msgid "Prerendered indirect light map for a scene." @@ -14561,9 +14584,9 @@ msgid "" "[Viewport] (or higher viewports) can't be displayed." msgstr "" "相机是一个特殊节点,用于显示从其当å‰ä½ç½®å¯è§çš„内容。相机在最近的 [Viewport] " -"èŠ‚ç‚¹ä¸æ³¨å†Œè‡ªå·±ï¼ˆå½“æ ‘ä¸Šè¡Œï¼‰ã€‚æ¯ä¸ªè§†åŒºåªèƒ½æ¿€æ´»ä¸€ä¸ªç›¸æœºã€‚å¦‚æžœåœ¨æ ‘ä¸Šæ²¡æœ‰å¯ç”¨çš„视" -"åŒºï¼Œç›¸æœºå°†åœ¨å…¨å±€è§†åŒºä¸æ³¨å†Œã€‚æ¢å¥è¯è¯´ï¼Œç›¸æœºåªæ˜¯ä¸º [Viewport] æä¾› 3D 显示能" -"åŠ›ï¼Œå¦‚æžœæ²¡æœ‰ï¼Œåˆ™æ— æ³•æ˜¾ç¤ºåœ¨è¯¥ [Viewport] æˆ–æ›´é«˜è§†åŒºä¸æ³¨å†Œçš„场景。" +"èŠ‚ç‚¹ä¸æ³¨å†Œè‡ªå·±ï¼ˆå½“æ ‘ä¸Šè¡Œï¼‰ã€‚æ¯ä¸ªè§†å£åªèƒ½æ¿€æ´»ä¸€ä¸ªç›¸æœºã€‚å¦‚æžœåœ¨æ ‘ä¸Šæ²¡æœ‰å¯ç”¨çš„视" +"å£ï¼Œç›¸æœºå°†åœ¨å…¨å±€è§†å£ä¸æ³¨å†Œã€‚æ¢å¥è¯è¯´ï¼Œç›¸æœºåªæ˜¯ä¸º [Viewport] æä¾› 3D 显示能" +"åŠ›ï¼Œå¦‚æžœæ²¡æœ‰ï¼Œåˆ™æ— æ³•æ˜¾ç¤ºåœ¨è¯¥ [Viewport] 或更高视å£ä¸æ³¨å†Œçš„场景。" #: doc/classes/Camera.xml msgid "" @@ -14720,7 +14743,7 @@ msgid "" "[/codeblock]" msgstr "" "返回 [Viewport] 矩形ä¸çš„ 2D åæ ‡ï¼Œè¯¥åæ ‡æ˜ å°„åˆ°ä¸–ç•Œç©ºé—´ä¸ç»™å®šçš„ 3D 点。\n" -"[b]注æ„:[/b]当使用它æ¥å®šä½ 3D 视区上的 GUI å…ƒç´ æ—¶ï¼Œå¦‚æžœ 3D 点在相机åŽé¢ï¼Œè¯·" +"[b]注æ„:[/b]当使用它æ¥å®šä½ 3D 视å£ä¸Šçš„ GUI å…ƒç´ æ—¶ï¼Œå¦‚æžœ 3D 点在相机åŽé¢ï¼Œè¯·" "使用 [method is_position_behind] æ¥é˜²æ¢å®ƒä»¬æ˜¾ç¤ºã€‚\n" "[codeblock]\n" "# 这个代ç å—æ˜¯ç»§æ‰¿è‡ª Spatial 的脚本的一部分。\n" @@ -14768,7 +14791,7 @@ msgstr "" "[code]_process[/code] 方法ä¸çš„å˜åŒ–。多普勒效果åªå¯¹ [member " "AudioStreamPlayer3D.doppler_tracking] 设置为 [constant AudioStreamPlayer3D." "DOPPLER_TRACKING_DISABLED] 以外的值的 [AudioStreamPlayer3D] 节点进行模拟。\n" -"[b]注æ„:[/b]è¦åœ¨ç¼–辑器ä¸åˆ‡æ¢å¤šæ™®å‹’效果预览,使用 3D 视区左上角的é€è§†èœå•,并" +"[b]注æ„:[/b]è¦åœ¨ç¼–辑器ä¸åˆ‡æ¢å¤šæ™®å‹’效果预览,使用 3D 视å£å·¦ä¸Šè§’çš„é€è§†èœå•,并" "切æ¢ä¸º[b]å¯ç”¨å¤šæ™®å‹’[/b]。" #: doc/classes/Camera.xml @@ -14816,7 +14839,7 @@ msgstr "" #: doc/classes/Camera.xml msgid "The horizontal (X) offset of the camera viewport." -msgstr "相机视窗的水平(X)åç§»é‡ã€‚" +msgstr "相机视å£çš„æ°´å¹³ï¼ˆX)åç§»é‡ã€‚" #: doc/classes/Camera.xml msgid "" @@ -14852,7 +14875,7 @@ msgstr "" #: doc/classes/Camera.xml msgid "The vertical (Y) offset of the camera viewport." -msgstr "相机视窗的垂直(Y)åç§»é‡ã€‚" +msgstr "相机视å£çš„垂直(Y)åç§»é‡ã€‚" #: doc/classes/Camera.xml msgid "" @@ -15023,7 +15046,7 @@ msgstr "" msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." -msgstr "使之æˆä¸ºè¯¥åœºæ™¯ï¼ˆè§†åŒºå’Œå›¾å±‚ï¼‰çš„å½“å‰ 2D ç›¸æœºï¼Œä»¥é˜²åœºæ™¯ä¸æœ‰å¾ˆå¤šç›¸æœºã€‚" +msgstr "使之æˆä¸ºè¯¥åœºæ™¯ï¼ˆè§†å£å’Œå›¾å±‚ï¼‰çš„å½“å‰ 2D ç›¸æœºï¼Œä»¥é˜²åœºæ™¯ä¸æœ‰å¾ˆå¤šç›¸æœºã€‚" #: doc/classes/Camera2D.xml msgid "" @@ -15070,7 +15093,7 @@ msgid "" "or not a [Viewport], uses the default viewport instead." msgstr "" "连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者ä¸" -"是 [Viewport],则使用默认的视区。" +"是 [Viewport],则使用默认的视å£ã€‚" #: doc/classes/Camera2D.xml msgid "" @@ -15883,11 +15906,11 @@ msgstr "返回æ¤é¡¹ç›®çš„å˜æ¢çŸ©é˜µã€‚" #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." -msgstr "以 [Rect2] å½¢å¼è¿”回视区的边界。" +msgstr "以 [Rect2] å½¢å¼è¿”回视å£çš„边界。" #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." -msgstr "è¿”å›žè¿™ä¸ªé¡¹ç›®ç›¸å¯¹äºŽè§†åŒºçš„å˜æ¢ã€‚" +msgstr "返回这个项目相对于视å£çš„å˜æ¢ã€‚" #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." @@ -16281,7 +16304,7 @@ msgid "" "Together with [member follow_viewport_scale] it can be used for a pseudo 3D " "effect." msgstr "" -"å¯ç”¨æ—¶ï¼Œè¯¥ [CanvasLayer] ä¼šä½¿ç”¨è§†åŒºçš„å˜æ¢ï¼Œæ‰€ä»¥å®ƒä¼šéšç›¸æœºç§»åŠ¨ï¼Œè€Œä¸æ˜¯ä¿æŒåœ¨å±" +"å¯ç”¨æ—¶ï¼Œè¯¥ [CanvasLayer] 会使用视å£çš„å˜æ¢ï¼Œæ‰€ä»¥å®ƒä¼šéšç›¸æœºç§»åŠ¨ï¼Œè€Œä¸æ˜¯ä¿æŒåœ¨å±" "幕上的æŸä¸ªå›ºå®šä½ç½®ã€‚\n" "与 [member follow_viewport_scale] é…åˆå¯ä»¥å®žçŽ°ä¼ª 3D 效果。" @@ -19193,7 +19216,7 @@ msgid "" msgstr "" "åŠ è½½æŒ‡å®šä¸ºå‚æ•°çš„é…ç½®æ–‡ä»¶ã€‚è§£æžæ–‡ä»¶çš„å†…å®¹å¹¶å°†å…¶åŠ è½½åˆ°è°ƒç”¨è¯¥æ–¹æ³•çš„ " "[ConfigFile] 对象ä¸ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19204,7 +19227,7 @@ msgid "" msgstr "" "åŠ è½½æŒ‡å®šä¸ºå‚æ•°çš„åŠ å¯†é…置文件,使用æä¾›çš„ [code]key[/code] å¯¹å…¶è§£å¯†ã€‚è§£æžæ–‡ä»¶" "çš„å†…å®¹å¹¶å°†å…¶åŠ è½½åˆ°è°ƒç”¨è¯¥æ–¹æ³•çš„ [ConfigFile] 对象ä¸ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19215,7 +19238,7 @@ msgid "" msgstr "" "åŠ è½½ä½œä¸ºå‚æ•°çš„åŠ å¯†é…置文件,使用æä¾›çš„ [code]password[/code] 解密。该文件的内" "容被解æžå¹¶åŠ è½½åˆ°è°ƒç”¨è¯¥æ–¹æ³•çš„ [ConfigFile] 对象ä¸ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19225,7 +19248,7 @@ msgid "" msgstr "" "å°†ä¼ é€’çš„å—符串解æžä¸ºé…置文件的内容。该å—符串被解æžå¹¶åŠ è½½åˆ°è°ƒç”¨è¯¥æ–¹æ³•çš„ " "ConfigFile 对象ä¸ã€‚\n" -"返回 [enum Error] 常é‡ä¹‹ä¸€ï¼ŒæˆåŠŸæ—¶è¿”å›ž [code]OK[/code]。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19235,7 +19258,7 @@ msgid "" msgstr "" "å°† [ConfigFile] 对象的内容ä¿å˜åˆ°æŒ‡å®šä¸ºå‚数的文件ä¸ã€‚输出文件使用 INI æ ·å¼çš„结" "构。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19246,7 +19269,7 @@ msgid "" msgstr "" "使用æä¾›çš„ [code]key[/code] å°† [ConfigFile] 对象的内容ä¿å˜åˆ°ä½œä¸ºå‚数指定的 " "AES-256 åŠ å¯†æ–‡ä»¶ä¸ã€‚输出文件使用 INI æ ·å¼çš„结构。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19257,7 +19280,7 @@ msgid "" msgstr "" "å°† [ConfigFile] 对象的内容ä¿å˜åˆ°ä½œä¸ºå‚数指定的 AES-256 åŠ å¯†æ–‡ä»¶ä¸ï¼Œä½¿ç”¨æä¾›" "çš„ [code]password[/code]è¿›è¡ŒåŠ å¯†ã€‚è¾“å‡ºæ–‡ä»¶ä½¿ç”¨ INI é£Žæ ¼çš„ç»“æž„ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19380,7 +19403,7 @@ msgid "" "code] methods provided by this class." msgstr "" "所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形ã€ç›¸å¯¹äºŽå…¶çˆ¶æŽ§ä»¶æˆ–" -"当å‰è§†çª—的锚点ä½ç½®ä»¥åŠè¡¨ç¤ºé”šç‚¹å移的边è·ã€‚当节点ã€å…¶ä»»ä½•父节点或å±å¹•尺寸å‘生" +"当å‰è§†å£çš„锚点ä½ç½®ä»¥åŠè¡¨ç¤ºé”šç‚¹å移的边è·ã€‚当节点ã€å…¶ä»»ä½•父节点或å±å¹•尺寸å‘生" "å˜åŒ–时,边è·ä¼šè‡ªåŠ¨æ›´æ–°ã€‚\n" "更多关于 Godot çš„ UI 系统ã€é”šç‚¹ã€è¾¹è·å’Œå®¹å™¨çš„ä¿¡æ¯ï¼Œè¯·å‚阅手册ä¸çš„相关教程。è¦" "æž„å»ºçµæ´»çš„ UIï¼Œæ‚¨éœ€è¦æ··åˆä½¿ç”¨ä»Ž [Control] å’Œ [Container] 节点继承的 UI å…ƒ" @@ -19557,8 +19580,8 @@ msgid "" "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input]." msgstr "" -"å°†è¾“å…¥äº‹ä»¶æ ‡è®°ä¸ºå·²å¤„ç†ã€‚一旦接å—è¾“å…¥äº‹ä»¶ï¼Œå®ƒå°±ä¼šåœæ¢ä¼ æ’ï¼Œç”šè‡³ä¼ æ’到æ£åœ¨ä¾¦å¬" -"[method Node._unhandled_input]或[method Node._unhandled_key_input]的节点。" +"å°†è¾“å…¥äº‹ä»¶æ ‡è®°ä¸ºå·²å¤„ç†ã€‚一旦接å—è¾“å…¥äº‹ä»¶ï¼Œä¼ æ’å°±ä¼šåœæ¢ï¼Œä¸ä¼šå†ä¼ æ’到æ£åœ¨ä¾¦å¬ " +"[method Node._unhandled_input] å’Œ [method Node._unhandled_key_input] 的节点。" #: doc/classes/Control.xml msgid "" @@ -20647,7 +20670,7 @@ msgid "" "handled." msgstr "" "关闿¨¡æ€æŽ§ä»¶æ—¶ï¼Œè¾“入是å¦ä¼ æ’。\n" -"如果为 [code]false[/code],事件处ç†å°†åœæ¢åœ¨è§†åŒºçš„输入事件处ç†ã€‚该视区会先将模" +"如果为 [code]false[/code],事件处ç†å°†åœæ¢åœ¨è§†å£çš„输入事件处ç†ã€‚该视å£ä¼šå…ˆå°†æ¨¡" "æ€æŽ§ä»¶éšè—,然åŽå†å°†è¾“å…¥æ ‡è®°ä¸ºå·²å¤„ç†ã€‚" #: doc/classes/Control.xml @@ -20800,7 +20823,7 @@ msgstr "" "这个值进行缩放。\n" "[b]注æ„:[/b]这个属性主è¦ç”¨äºŽåŠ¨ç”»ç”¨é€”ã€‚å½“æŽ§ä»¶è¢«ç¼©æ”¾æ—¶ï¼ŒæŽ§ä»¶å†…çš„æ–‡æœ¬å°†çœ‹èµ·æ¥æ˜¯" "åƒç´ 化或模糊的。è¦åœ¨ä½ 的项目支æŒå¤šç§åˆ†è¾¨çŽ‡ï¼Œè¯·ä½¿ç”¨[url=$DOCS_URL/tutorials/" -"rendering/multiple_resolutions.html]文档[/url]ä¸æè¿°çš„åˆé€‚的视窗拉伸模å¼ï¼Œè€Œ" +"rendering/multiple_resolutions.html]文档[/url]ä¸æè¿°çš„åˆé€‚çš„è§†å£æ‹‰ä¼¸æ¨¡å¼ï¼Œè€Œ" "䏿˜¯å•独缩放控件。\n" "[b]注æ„:[/b]如果控件节点是 [Container] 节点的å节点,当场景实例化时,缩放将" "被é‡ç½®ä¸º [code]Vector2(1, 1)[/code]。è¦åœ¨å®žä¾‹åŒ–时设置控件的缩放,使用 " @@ -24076,7 +24099,7 @@ msgstr "" #: doc/classes/CylinderShape.xml msgid "Cylinder shape for collisions." -msgstr "碰撞用的圆柱体形状。" +msgstr "用于碰撞的圆柱体形状。" #: doc/classes/CylinderShape.xml msgid "" @@ -24085,6 +24108,9 @@ msgid "" "engine, there are several known bugs with cylinder collision shapes. Using " "[CapsuleShape] or [BoxShape] instead is recommended." msgstr "" +"用于碰撞的圆柱体形状。\n" +"[b]注æ„:[/b]使用 GodotPhysics 而éžé»˜è®¤çš„ Bullet 物ç†å¼•擎时,圆柱体碰撞形状å˜" +"在已知的问题。推è使用 [CapsuleShape] 或 [BoxShape] 代替。" #: doc/classes/CylinderShape.xml msgid "The cylinder's height." @@ -24665,7 +24691,7 @@ msgstr "" "将当剿‰“å¼€çš„ç›®å½•æ”¹ä¸ºå‚æ•°ä¼ é€’çš„ç›®å½•ã€‚å‚æ•°å¯ä»¥æ˜¯ç›¸å¯¹äºŽå½“å‰ç›®å½•的(例如 " "[code]newdir[/code] 或 [code].../newdir[/code]),也å¯ä»¥æ˜¯ç»å¯¹è·¯å¾„(例如 " "[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆ[code]OK[/code] æˆåŠŸæ—¶ï¼‰ã€‚" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24677,7 +24703,7 @@ msgid "" msgstr "" "å°† [code]from[/code] 文件å¤åˆ¶åˆ° [code]to[/code] ç›®æ ‡ä½ç½®ã€‚ä¸¤ä¸ªå‚æ•°éƒ½åº”该是相" "对或ç»å¯¹æ–‡ä»¶çš„è·¯å¾„ã€‚å¦‚æžœç›®æ ‡æ–‡ä»¶å˜åœ¨ä¸”æ²¡æœ‰è®¿é—®ä¿æŠ¤ï¼Œåˆ™ä¼šè¢«è¦†ç›–ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24685,8 +24711,8 @@ msgid "" "call is a directory ([code].[/code] and [code]..[/code] are considered " "directories)." msgstr "" -"返回上一次 [method get_next] 调用处ç†çš„当å‰é¡¹ç›®æ˜¯å¦ä¸ºç›®å½•([code].[/code]å’Œ" -"[code].[/code]被认为是目录)。" +"返回上一次 [method get_next] 调用处ç†çš„当å‰é¡¹ç›®æ˜¯å¦ä¸ºç›®å½•([code].[/code] å’Œ " +"[code].[/code] 属于目录)。" #: doc/classes/Directory.xml msgid "" @@ -24707,16 +24733,16 @@ msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" -"è¿”å›žå½“å‰æ‰“开目录的ç»å¯¹è·¯å¾„(例如[code]res://文件夹[/code]或[code]C:\\tmp\\æ–‡" -"件夹[/code])。" +"è¿”å›žå½“å‰æ‰“开目录的ç»å¯¹è·¯å¾„(例如 [code]res://文件夹[/code] 或 [code]C:" +"\\tmp\\文件夹[/code])。" #: doc/classes/Directory.xml msgid "" "Returns the currently opened directory's drive index. See [method get_drive] " "to convert returned index to the name of the drive." msgstr "" -"è¿”å›žå½“å‰æ‰“开的目录的驱动器索引。请å‚阅[method get_drive]将返回的索引转æ¢ä¸ºé©±" -"动器的å称。" +"è¿”å›žå½“å‰æ‰“开的目录的驱动器索引。请å‚阅 [method get_drive] 将返回的索引转æ¢ä¸º" +"驱动器的å称。" #: doc/classes/Directory.xml msgid "" @@ -24757,11 +24783,12 @@ msgid "" "closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" -"返回当å‰ç›®å½•ä¸çš„ä¸‹ä¸€ä¸ªå…ƒç´ ï¼ˆæ–‡ä»¶æˆ–ç›®å½•ï¼‰ï¼ˆåŒ…æ‹¬[code].[/code]å’Œ[code].[/" -"code],除éž[code]skip_navigational[/code]被赋予[method list_dir_begin])。\n" +"返回当å‰ç›®å½•ä¸çš„ä¸‹ä¸€ä¸ªå…ƒç´ ï¼ˆæ–‡ä»¶æˆ–ç›®å½•ã€‚é™¤éžå°† [code]skip_navigational[/" +"code] 赋予 [method list_dir_begin],å¦åˆ™åŒ…括 [code].[/code] å’Œ [code].[/" +"code])。\n" "返回的是文件或目录的åç§°ï¼ˆè€Œä¸æ˜¯å®ƒçš„完整路径)。一旦æµè¢«å®Œå…¨å¤„ç†ï¼Œè¯¥æ–¹æ³•返回" -"一个空的Stringï¼Œå¹¶è‡ªåŠ¨å…³é—æµï¼ˆå³åœ¨è¿™ç§æƒ…况下,[method list_dir_end]将䏿˜¯å¼ºåˆ¶" -"性的)。" +"一个空的 Stringï¼Œå¹¶è‡ªåŠ¨å…³é—æµï¼ˆå³åœ¨è¿™ç§æƒ…况下,[method list_dir_end] 将䏿˜¯å¼º" +"制性的)。" #: doc/classes/Directory.xml msgid "" @@ -24808,7 +24835,7 @@ msgstr "" "åˆ›å»ºä¸€ä¸ªç›®å½•ã€‚å‚æ•°å¯ä»¥æ˜¯å½“å‰ç›®å½•的相对路径,也å¯ä»¥æ˜¯ç»å¯¹è·¯å¾„ã€‚ç›®æ ‡ç›®å½•åº”è¯¥æ”¾" "置在一个已ç»å˜åœ¨çš„目录ä¸ï¼ˆå¦‚æžœè¦é€’归创建完整的路径,请å‚阅 [method " "make_dir_recursive])。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24817,9 +24844,9 @@ msgid "" "to the current directory, or an absolute path.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"通过递归调用 [method make_dir]æ–¹æ³•ï¼Œåˆ›å»ºä¸€ä¸ªç›®æ ‡ç›®å½•å’Œå…¶è·¯å¾„ä¸æ‰€æœ‰å¿…è¦çš„ä¸é—´" +"通过递归调用 [method make_dir] æ–¹æ³•ï¼Œåˆ›å»ºä¸€ä¸ªç›®æ ‡ç›®å½•å’Œå…¶è·¯å¾„ä¸æ‰€æœ‰å¿…è¦çš„ä¸é—´" "ç›®å½•ã€‚å‚æ•°å¯ä»¥æ˜¯ç›¸å¯¹äºŽå½“å‰ç›®å½•的,也å¯ä»¥æ˜¯ç»å¯¹è·¯å¾„。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24833,7 +24860,7 @@ msgstr "" "folder[/code]),用户目录([code]user:// folder[/code])或以下ä½ç½®çš„ç»å¯¹è·¯å¾„" "内:用户文件系统(例如 [code]/tmp/folder[/code] 或 [code]C:\\tmp\\folder[/" "code])。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24847,7 +24874,7 @@ msgstr "" "æ°¸ä¹…åˆ é™¤ç›®æ ‡æ–‡ä»¶æˆ–ç©ºç›®å½•ã€‚å‚æ•°å¯ä»¥æ˜¯ç›¸å¯¹äºŽå½“å‰ç›®å½•的,也å¯ä»¥æ˜¯ç»å¯¹è·¯å¾„。如果" "ç›®æ ‡ç›®å½•ä¸æ˜¯ç©ºçš„,æ“作将失败。\n" "å¦‚æžœä½ ä¸æƒ³æ°¸ä¹…åˆ é™¤è¯¥æ–‡ä»¶/目录,请使用 [method OS.move_to_trash] 代替。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”å›ž [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24860,7 +24887,7 @@ msgstr "" "å°† [code]from[/code] 文件或目录é‡å‘½å且移动到 [code]to[/code] ç›®æ ‡ã€‚ä¸¤ä¸ªå‚æ•°" "都应该是文件或目录的相对路径或ç»å¯¹è·¯å¾„ã€‚å¦‚æžœç›®æ ‡æ–‡ä»¶æˆ–ç›®å½•å˜åœ¨ä¸”ä¸å—访问ä¿" "护,它将被覆盖。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ŒæˆåŠŸæ—¶è¿”å›ž [code]OK[/code]。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." @@ -25127,7 +25154,7 @@ msgid "" "This can be a negative number to make the distance between words smaller." msgstr "" "ç©ºæ ¼å—符(在 [member extra_spacing_char] 之外)的é¢å¤–é—´è·ï¼Œå•ä½ä¸ºåƒç´ 。\n" -"è¿™å¯ä»¥æ˜¯è´Ÿæ•°ï¼Œä½¿å—符之间的è·ç¦»æ›´å°ã€‚" +"å¯ä»¥æ˜¯è´Ÿæ•°ï¼Œä¼šä½¿å—符之间的è·ç¦»æ›´å°ã€‚" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the top in pixels." @@ -25166,9 +25193,9 @@ msgid "" "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" -"如果为 [code]true[/code],将使用过滤功能。如果å—ä½“è¿‡åº¦é‡‡æ ·è¢«ç¦ç”¨æˆ–æ— æ•ˆï¼Œè¿™å°†" -"使å—体在缩放时å˜å¾—模糊,而éžåƒç´ åŒ–ã€‚å½“åœ¨å°ºå¯¸éšæ—¶å˜åŒ–的控件ä¸ä½¿ç”¨å—体时,建议" -"å¯ç”¨è¿™ä¸ªåŠŸèƒ½ï¼Œé™¤éžæ˜¯åƒç´ 设计。" +"如果为 [code]true[/code],将使用过滤功能。如果å—ä½“è¿‡é‡‡æ ·è¢«ç¦ç”¨æˆ–æ— æ³•ç”Ÿæ•ˆï¼Œå—" +"体在缩放时会å˜å¾—模糊,而éžåƒç´ åŒ–ã€‚åœ¨å°ºå¯¸ä¼šéšæ—¶å˜åŒ–的控件ä¸ä½¿ç”¨å—体时,建议å¯" +"ç”¨è¿™ä¸ªåŠŸèƒ½ï¼Œé™¤éžæƒ³è¦åƒç´ ç”»é£Žæ ¼ã€‚" #: doc/classes/DynamicFont.xml msgid "" @@ -25176,8 +25203,8 @@ msgid "" "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" -"如果为 [code]true[/code],将使用 mipmap 多级æ¸è¿œçº¹ç†ã€‚在å—ä½“è¿‡åº¦é‡‡æ ·è¢«ç¦ç”¨æˆ–" -"æ— æ•ˆæ—¶ï¼Œå¯æ”¹å–„å—ä½“ç¼©å°æ—¶çš„表现。" +"如果为 [code]true[/code],将使用 mipmap 多级æ¸è¿œçº¹ç†ã€‚在å—ä½“è¿‡é‡‡æ ·è¢«ç¦ç”¨æˆ–æ— " +"æ³•ç”Ÿæ•ˆæ—¶ï¼Œå¯æ”¹å–„å—ä½“ç¼©å°æ—¶çš„表现。" #: doc/classes/DynamicFont.xml msgid "Spacing at the top." @@ -25229,7 +25256,7 @@ msgid "" "and viewport stretch mode." msgstr "" "如果设为比 [code]0.0[/code] 大的值,则会覆盖默认的å—ä½“è¿‡é‡‡æ ·ï¼Œå¿½ç•¥ [member " -"SceneTree.use_font_oversampling] çš„å€¼å’Œè§†å£æ‹‰ä¼¸æ¨¡å¼ã€‚" +"SceneTree.use_font_oversampling] 的值和视å£çš„æ‹‰ä¼¸æ¨¡å¼ã€‚" #: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." @@ -26338,7 +26365,7 @@ msgstr "" "æ–°ï¼‰åŠ è½½åœºæ™¯ï¼Œæ¸²æŸ“ç½‘æ ¼é¢„è§ˆï¼Œæ£€æŸ¥å’Œç¼–è¾‘èµ„æºå’Œå¯¹è±¡ã€‚它å…许自定义窗å£ï¼Œä¿å˜å’Œ" "ï¼ˆé‡æ–°ï¼‰åŠ è½½åœºæ™¯ï¼Œæ¸²æŸ“ç½‘æ ¼é¢„è§ˆï¼Œæ£€æŸ¥å’Œç¼–è¾‘èµ„æºå’Œå¯¹è±¡ï¼Œå¹¶æä¾›å¯¹ " "[EditorSettings]ã€[EditorFileSystem]ã€[EditorResourcePreview]ã€" -"[ScriptEditor]ã€ç¼–辑器视窗和场景信æ¯çš„访问。\n" +"[ScriptEditor]ã€ç¼–辑器视å£å’Œåœºæ™¯ä¿¡æ¯çš„访问。\n" "[b]注æ„:[/b]这个类ä¸åº”该直接实例化。相å,使用 [method EditorPlugin." "get_editor_interface] 访问å•例。" @@ -26414,7 +26441,7 @@ msgid "" msgstr "" "返回主编辑器控件。将其作为主å±å¹•的父控件。\n" "[b]注æ„:[/b]è¿™å°†è¿”å›žåŒ…å«æ•´ä¸ªç¼–è¾‘å™¨çš„ä¸»ç¼–è¾‘å™¨æŽ§ä»¶ï¼Œè€Œä¸æ˜¯å…·ä½“çš„ 2D或 3D 视" -"窗。\n" +"å£ã€‚\n" "[b]è¦å‘Šï¼š[/b]åˆ é™¤å’Œé‡Šæ”¾è¿™ä¸ªèŠ‚ç‚¹å°†ä½¿ç¼–è¾‘å™¨çš„ä¸€éƒ¨åˆ†å¤±åŽ»ä½œç”¨ï¼Œå¹¶å¯èƒ½å¯¼è‡´å´©æºƒã€‚" #: doc/classes/EditorInterface.xml @@ -26734,7 +26761,7 @@ msgid "" "custom gizmos to the 3D preview viewport for a [Spatial].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" -"注册一个新的 [EditorSpatialGizmoPlugin]。å°å·¥å…·æ’ä»¶å¯ä»¥åœ¨ 3D 预览视区ä¸ä¸º " +"注册一个新的 [EditorSpatialGizmoPlugin]。å°å·¥å…·æ’ä»¶å¯ä»¥åœ¨ 3D 预览视å£ä¸ä¸º " "[Spatial] æ·»åŠ è‡ªå®šä¹‰çš„å°å·¥å…·ã€‚\n" "注册æ’ä»¶çš„ç¤ºä¾‹è§ [method add_inspector_plugin]。" @@ -26830,8 +26857,8 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"引擎会在 2D 编辑器的视区å‘生更新时调用。使用 [code]overlay[/code] [Control] " -"è¿›è¡Œç»˜åˆ¶ã€‚ä½ å¯ä»¥é€šè¿‡è°ƒç”¨ [method update_overlays] 手动更新视窗。\n" +"引擎会在 2D 编辑器的视å£å‘生更新时调用。使用 [code]overlay[/code] [Control] " +"è¿›è¡Œç»˜åˆ¶ã€‚ä½ å¯ä»¥é€šè¿‡è°ƒç”¨ [method update_overlays] 手动更新视å£ã€‚\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # åœ¨å…‰æ ‡ä½ç½®ç”»ä¸€ä¸ªåœ†ã€‚\n" @@ -26840,7 +26867,7 @@ msgstr "" "\n" "func forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" -" # å½“å…‰æ ‡è¢«ç§»åŠ¨æ—¶ï¼Œé‡ç»˜è§†çª—。\n" +" # å½“å…‰æ ‡è¢«ç§»åŠ¨æ—¶ï¼Œé‡ç»˜è§†å£ã€‚\n" " update_overlays()\n" " return true\n" " return false\n" @@ -26883,7 +26910,7 @@ msgid "" " return forward\n" "[/codeblock]" msgstr "" -"当当å‰ç¼–è¾‘åœºæ™¯ä¸æœ‰ä¸€ä¸ªæ ¹èŠ‚ç‚¹æ—¶è¢«è°ƒç”¨ï¼Œ[method handles]实现,在2D视窗ä¸å‘生按" +"当当å‰ç¼–è¾‘åœºæ™¯ä¸æœ‰ä¸€ä¸ªæ ¹èŠ‚ç‚¹æ—¶è¢«è°ƒç”¨ï¼Œ[method handles]实现,在2D视å£ä¸å‘生按" "键输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code] " "[EditorPlugin]消耗键值[code]event[/code],å¦åˆ™å°†é”®å€¼[code]event[/code]转å‘ç»™" "å…¶ä»–Editor类。例å:\n" @@ -26922,9 +26949,9 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"引擎会在 3D 编辑器的视区å‘生更新时调用。使用 [code]overlay[/code] 控件 " +"引擎会在 3D 编辑器的视å£å‘生更新时调用。使用 [code]overlay[/code] 控件 " "[Control] è¿›è¡Œç»˜åˆ¶ã€‚ä½ å¯ä»¥é€šè¿‡è°ƒç”¨ [method update_overlays] 更新覆盖手动更新" -"视窗。\n" +"视å£ã€‚\n" "[codeblock]\n" "func forward_spatial_draw_over_viewport(overlay):\n" " # åœ¨å…‰æ ‡ä½ç½®ç”»ä¸€ä¸ªåœ†ã€‚\n" @@ -26932,7 +26959,7 @@ msgstr "" "\n" "func forward_spatial_gui_input(camera, event):\n" " if event is InputEventMouseMotion:\n" -" # å½“å…‰æ ‡è¢«ç§»åŠ¨æ—¶ï¼Œé‡ç»˜è§†çª—。\n" +" # å½“å…‰æ ‡è¢«ç§»åŠ¨æ—¶ï¼Œé‡ç»˜è§†å£ã€‚\n" " update_overlays()\n" " return true\n" " return false\n" @@ -26975,7 +27002,7 @@ msgid "" " return forward\n" "[/codeblock]" msgstr "" -"在当å‰ç¼–辑的场景ä¸å˜åœ¨æ ¹èŠ‚ç‚¹æ—¶è°ƒç”¨ï¼Œå®žçŽ°[method handles]并在3D视窗ä¸å‘生按键" +"在当å‰ç¼–辑的场景ä¸å˜åœ¨æ ¹èŠ‚ç‚¹æ—¶è°ƒç”¨ï¼Œå®žçŽ°[method handles]并在3D视å£ä¸å‘生按键" "输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code],则" "[EditorPlugin]会使用键值[code]event[/code],å¦åˆ™å°†é”®å€¼[code]event[/code]转å‘" "到其他Editor类。例å:\n" @@ -27245,7 +27272,7 @@ msgid "" "once and it will work permanently for this plugin." msgstr "" "å¯ç”¨ 2D 编辑器的 [method forward_canvas_force_draw_over_viewport] å’Œ 3D 编辑" -"器的 [method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。" +"器的 [method forward_spatial_force_draw_over_viewport] åœ¨å…¶è§†å£æ›´æ–°æ—¶çš„调用。" "ä½ åªéœ€è¦è°ƒç”¨è¿™ä¸ªæ–¹æ³•一次,它就会对这个æ’件永久起作用。" #: doc/classes/EditorPlugin.xml @@ -27312,7 +27339,7 @@ msgid "" "forward_spatial_draw_over_viewport] and [method " "forward_spatial_force_draw_over_viewport] to be called." msgstr "" -"æ›´æ–° 2D å’Œ 3D 编辑器视窗的覆盖层。导致方法 [method " +"æ›´æ–° 2D å’Œ 3D 编辑器视å£çš„覆盖层。导致方法 [method " "forward_canvas_draw_over_viewport]ã€[method " "forward_canvas_force_draw_over_viewport]ã€[method " "forward_spatial_draw_over_viewport] å’Œ [method " @@ -27890,7 +27917,6 @@ msgid "Base script that can be used to add extension functions to the editor." msgstr "å¯ç”¨äºŽä¸ºç¼–è¾‘å™¨æ·»åŠ æ‰©å±•åŠŸèƒ½çš„åŸºç¡€è„šæœ¬ã€‚" #: doc/classes/EditorScript.xml -#, fuzzy msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " @@ -27927,7 +27953,9 @@ msgstr "" " print(\"Hello from the Godot Editor!\")\n" "[/codeblock]\n" "[b]注æ„:[/b]脚本在编辑器上下文ä¸è¿è¡Œï¼Œè¿™æ„味ç€è¾“出在与编辑器一起å¯åŠ¨çš„æŽ§åˆ¶å°" -"窗å£ï¼ˆstdoutï¼‰ï¼Œè€Œä¸æ˜¯é€šå¸¸çš„ Godot [b]输出[/b]颿¿ 。" +"窗å£ï¼ˆstdoutï¼‰ï¼Œè€Œä¸æ˜¯é€šå¸¸çš„ Godot [b]输出[/b]颿¿ 。\n" +"[b]注æ„:[/b]EditorScript 进行了引用计数,ä¸å†è¢«å¼•用时就会被销æ¯ã€‚在进行异æ¥" +"æ“作时,如果ä¸å†å˜åœ¨å¯¹è¯¥è„šæœ¬çš„å¼•ç”¨ï¼Œå°±å¯èƒ½é€ æˆé”™è¯¯ã€‚" #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." @@ -37769,6 +37797,7 @@ msgstr "" "[b]注æ„:[/b]这个值在 Android å’Œ iOS 上å¯ç«‹å³è¢«ç¡¬ä»¶ä¼ 感器的值所覆盖。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " @@ -37780,7 +37809,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" "è®¾ç½®ä¸€ä¸ªè‡ªå®šä¹‰é¼ æ ‡å…‰æ ‡å›¾åƒï¼Œè¯¥å›¾åƒä»…当游æˆçª—å£å†…å¯è§ã€‚还å¯ä»¥æŒ‡å®šçƒç‚¹ã€‚å°† " "[code]null[/code] ä¼ é€’ç»™ image 傿•°å°†é‡ç½®ä¸ºç³»ç»Ÿå…‰æ ‡ã€‚有关详细信æ¯ï¼Œè¯·å‚阅 " @@ -37801,7 +37834,7 @@ msgid "" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " "cursor immediately." msgstr "" -"设置该视区ä¸ä½¿ç”¨çš„é»˜è®¤å…‰æ ‡å½¢çŠ¶ï¼Œè€Œä¸æ˜¯ [constant CURSOR_ARROW]。\n" +"设置该视å£ä¸ä½¿ç”¨çš„é»˜è®¤å…‰æ ‡å½¢çŠ¶ï¼Œè€Œä¸æ˜¯ [constant CURSOR_ARROW]。\n" "[b]注æ„:[/b]å¦‚æžœè¦æ›´æ”¹ [Control] èŠ‚ç‚¹çš„é»˜è®¤å…‰æ ‡å½¢çŠ¶ï¼Œè¯·æ”¹ç”¨ [member Control." "mouse_default_cursor_shape]。\n" "[b]注æ„:[/b]这个方法会生æˆä¸€ä¸ª [InputEventMouseMotion] ä»¥ç«‹å³æ›´æ–°å…‰æ ‡ã€‚" @@ -41529,7 +41562,6 @@ msgstr "" "如果为 [code]true[/code]ï¼Œåˆ™å…‰çº¿çš„æ•ˆæžœä¼šé€†è½¬ï¼Œä½¿åŒºåŸŸå˜æš—并投射明亮的阴影。" #: doc/classes/Light.xml -#, fuzzy msgid "" "The size of the light in Godot units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " @@ -41540,7 +41572,9 @@ msgid "" msgstr "" "ç¯å…‰çš„大å°ï¼Œä½¿ç”¨ Godot çš„å•ä½ã€‚åªåœ¨çƒ˜ç„™çš„光照贴图ä¸è€ƒè™‘,并且åªåœ¨ [member " "light_bake_mode] 被设置为 [constant BAKE_ALL] æ—¶è€ƒè™‘ã€‚å¢žåŠ è¿™ä¸ªå€¼ä¼šä½¿é˜´å½±çœ‹èµ·" -"æ¥æ›´æ¨¡ç³Šã€‚è¿™å¯ä»¥åœ¨ä¸€å®šç¨‹åº¦ä¸Šç”¨äºŽæ¨¡æ‹ŸåŒºåŸŸç¯å…‰ã€‚" +"æ¥æ›´æ¨¡ç³Šã€‚è¿™å¯ä»¥åœ¨ä¸€å®šç¨‹åº¦ä¸Šç”¨äºŽæ¨¡æ‹ŸåŒºåŸŸç¯å…‰ã€‚\n" +"[b]注æ„:[/b][member light_size] ä¸å— [member Spatial.scale] 的影å“ï¼ˆæ— è®ºæ˜¯è¯¥" +"ç¯å…‰çš„缩放还是其父节点的缩放)。" #: doc/classes/Light.xml msgid "" @@ -44044,7 +44078,7 @@ msgid "" "MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" "用于在 2D 䏿˜¾ç¤º [Mesh] 的节点。å¯ä»¥é€šè¿‡ç¼–辑器工具æ 上的工具从现有的 " -"[Sprite] æž„å»ºã€‚é€‰ä¸ [Sprite] 节点,然åŽåœ¨ 2D 编辑器视区顶部选择[b]ç²¾çµ > 转æ¢" +"[Sprite] æž„å»ºã€‚é€‰ä¸ [Sprite] 节点,然åŽåœ¨ 2D 编辑器视å£é¡¶éƒ¨é€‰æ‹©[b]ç²¾çµ > 转æ¢" "为 MeshInstance2D[/b]。" #: doc/classes/MeshInstance2D.xml @@ -45547,7 +45581,6 @@ msgid "3D agent used in navigation for collision avoidance." msgstr "在导航ä¸ç”¨äºŽé˜²æ’žçš„ 3D 代ç†ã€‚" #: doc/classes/NavigationAgent.xml -#, fuzzy msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " @@ -45574,7 +45607,9 @@ msgstr "" "[NavigationAgent] 是物ç†å®‰å…¨çš„。\n" "[b]注æ„:[/b]使用 [method set_target_location] 之åŽï¼Œå¿…须在æ¯ä¸ªç‰©ç†å¸§ä½¿ç”¨ä¸€" "次 [method get_next_location] å‡½æ•°æ¥æ›´æ–° NavigationAgent 的内部路径逻辑。这个" -"函数返回的å‘é‡ä½ç½®åº”该用作该代ç†çš„父节点的下一次移动ä½ç½®ã€‚" +"函数返回的å‘é‡ä½ç½®åº”该用作该代ç†çš„父节点的下一次移动ä½ç½®ã€‚\n" +"[b]注æ„:[/b]默认情况下,é¿éšœçš„大强度计算是在å•独的线程ä¸è¿›è¡Œçš„ã€‚åœ¨ä¸æ”¯æŒå¤šçº¿" +"程的 HTML5 导出ä¸ï¼Œåˆ™ä¼šåœ¨ä¸»çº¿ç¨‹ä¸è¿›è¡Œï¼Œå¯èƒ½å¯¼è‡´æ€§èƒ½é—®é¢˜ã€‚" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" @@ -45867,7 +45902,6 @@ msgid "2D agent used in navigation for collision avoidance." msgstr "在导航ä¸ç”¨äºŽé˜²æ’žçš„ 2D 代ç†ã€‚" #: doc/classes/NavigationAgent2D.xml -#, fuzzy msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " @@ -45894,7 +45928,9 @@ msgstr "" "[NavigationAgent2D] 是物ç†å®‰å…¨çš„。\n" "[b]注æ„:[/b]使用 [method set_target_location] 之åŽï¼Œå¿…须在æ¯ä¸ªç‰©ç†å¸§ä½¿ç”¨ä¸€" "次 [method get_next_location] å‡½æ•°æ¥æ›´æ–° NavigationAgent 的内部路径逻辑。这个" -"函数返回的å‘é‡ä½ç½®åº”该用作该代ç†çš„父节点的下一次移动ä½ç½®ã€‚" +"函数返回的å‘é‡ä½ç½®åº”该用作该代ç†çš„父节点的下一次移动ä½ç½®ã€‚\n" +"[b]注æ„:[/b]默认情况下,é¿éšœçš„大强度计算是在å•独的线程ä¸è¿›è¡Œçš„ã€‚åœ¨ä¸æ”¯æŒå¤šçº¿" +"程的 HTML5 导出ä¸ï¼Œåˆ™ä¼šåœ¨ä¸»çº¿ç¨‹ä¸è¿›è¡Œï¼Œå¯èƒ½å¯¼è‡´æ€§èƒ½é—®é¢˜ã€‚" #: doc/classes/NavigationAgent2D.xml msgid "" @@ -46763,7 +46799,6 @@ msgid "Server interface for low-level 3D navigation access." msgstr "访问底层 3D 导航的æœåŠ¡å™¨æŽ¥å£ã€‚" #: doc/classes/NavigationServer.xml -#, fuzzy msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" @@ -46805,6 +46840,8 @@ msgstr "" "的速度触å‘回调。\n" "[b]注æ„:[/b]防撞系统会忽略地区。直接使用修æ£åŽçš„速度å¯èƒ½ä¼šå°†ä»£ç†æŽ¨åˆ°å¯å¯¼èˆªåŒº" "åŸŸä¹‹å¤–ã€‚è¿™æ˜¯é˜²æ’žç³»ç»Ÿçš„ç¼ºé™·ï¼Œæ›´å¤æ‚的情况å¯èƒ½éœ€è¦ç”¨åˆ°ç‰©ç†å¼•擎。\n" +"[b]注æ„:[/b]默认情况下,é¿éšœçš„大强度计算是在å•独的线程ä¸è¿›è¡Œçš„ã€‚åœ¨ä¸æ”¯æŒå¤šçº¿" +"程的 HTML5 导出ä¸ï¼Œåˆ™ä¼šåœ¨ä¸»çº¿ç¨‹ä¸è¿›è¡Œï¼Œå¯èƒ½å¯¼è‡´æ€§èƒ½é—®é¢˜ã€‚\n" "æœåŠ¡å™¨ä¼šè®°å½•æ‰€æœ‰çš„è°ƒç”¨ï¼Œåœ¨åŒæ¥é˜¶æ®µç»Ÿä¸€æ‰§è¡Œã€‚è¿™æ„味ç€ä½ å¯ä»¥æ”¾å¿ƒå¤§èƒ†åœ°ä»Žä»»ä½•线" "程ä¸è¯·æ±‚对地图进行任何修改。" @@ -50536,9 +50573,9 @@ msgstr "" "[OccluderShape] 是 [Occluder] 节点所使用的资æºï¼Œç”¨äºŽå‡ 何鮿Œ¡å‰”除。\n" "è¯¥å¤šè¾¹å½¢å¿…é¡»æ˜¯å‡¸å¤šè¾¹å½¢ã€‚å¤šè¾¹å½¢é¡¶ç‚¹çš„åˆ›å»ºä¸Žåˆ é™¤å¯ä»¥åœ¨ç¼–辑器的检查器ä¸è¿›è¡Œï¼Œä¹Ÿ" "å¯ä»¥é€šè¿‡è°ƒç”¨ [code]set_polygon_points[/code] 实现。æ¯ä¸€æ¡è¾¹çš„顶点都å¯ä»¥é€šè¿‡åœ¨" -"ç¼–è¾‘å™¨è§†çª—ä¸æ‹–拽手柄设置。\n" +"编辑器视å£ä¸æ‹–拽手柄设置。\n" "å¦å¤–,æ¯ä¸€ä¸ªå¤šè¾¹å½¢é®æŒ¡å™¨éƒ½å¯ä»¥æ”¯æŒå•ä¸ªç©ºæ´žã€‚å¦‚æžœä½ åœ¨ç¼–è¾‘å™¨çš„æ£€æŸ¥å™¨ä¸ä¸ºç©ºæ´žæ·»" -"åŠ è‡³å°‘ä¸‰ä¸ªé¡¶ç‚¹ï¼Œå°±å¯ä»¥åœ¨ç¼–è¾‘å™¨è§†çª—ä¸æ‹–æ‹½ç©ºæ´žè¾¹ç¼˜é¡¶ç‚¹çš„å¥æŸ„。\n" +"åŠ è‡³å°‘ä¸‰ä¸ªé¡¶ç‚¹ï¼Œå°±å¯ä»¥åœ¨ç¼–辑器视å£ä¸æ‹–æ‹½ç©ºæ´žè¾¹ç¼˜é¡¶ç‚¹çš„å¥æŸ„。\n" "一般而言,多边形以åŠç©ºæ´žçš„边数越少,è¿è¡Œæ—¶ç³»ç»Ÿçš„处ç†é€Ÿåº¦å°±è¶Šå¿«ï¼Œæ‰€ä»¥åœ¨å¤§å¤šæ•°" "æƒ…å†µä¸‹ä½ éƒ½åªä¼šè®¾ç½® 4 个顶点。" @@ -50632,7 +50669,6 @@ msgstr "" "光的衰å‡ï¼ˆä¸‹é™ï¼‰æ›²çº¿ã€‚在[b]检查器[/b]ä¸ï¼Œé€šè¿‡å³é”®ç‚¹å‡»æ›²çº¿ï¼Œå¯ä»¥èŽ·å¾—è®¸å¤šé¢„è®¾ã€‚" #: doc/classes/OmniLight.xml -#, fuzzy msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " @@ -50641,9 +50677,11 @@ msgid "" "[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" -"光的åŠå¾„。请注æ„,有效的照明区域å¯èƒ½çœ‹èµ·æ¥æ›´å°ï¼Œè¿™å–决于使用的 [member " -"omni_attenuation]ã€‚æ— è®ºä½¿ç”¨ä½•ç§ [member omni_attenuation],光线都ä¸ä¼šåˆ°è¾¾è¿™ä¸ª" -"åŠå¾„以外的地方。" +"该ç¯å…‰çš„åŠå¾„。请注æ„ï¼Œæ ¹æ®ä½¿ç”¨çš„ [member omni_attenuation],有效照明区域å¯èƒ½" +"çœ‹èµ·æ¥æ›´å°ã€‚æ— è®ºä½¿ç”¨ [member omni_attenuation] 为何值,光都ä¸ä¼šåˆ°è¾¾æ¤èŒƒå›´ä¹‹å¤–" +"的任何东西。\n" +"[b]注æ„:[/b][member omni_range] ä¸å— [member Spatial.scale] 的影å“ï¼ˆæ— è®ºæ˜¯è¯¥" +"ç¯å…‰çš„缩放还是其父节点的缩放)。" #: doc/classes/OmniLight.xml msgid "See [enum ShadowDetail]." @@ -51297,7 +51335,6 @@ msgid "Returns the audio driver name for the given index." msgstr "返回给定索引的音频驱动程åºå称。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " @@ -51308,7 +51345,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†è¿”å›ž[i]全局[/i]ç¼“å˜æ•°æ®ç›®å½•。在桌é¢å¹³å°ä¸Šï¼Œå¯ä»¥é€šè¿‡åœ¨å¯åЍ项" +"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†è¿”å›ž[i]全局[/i]ç¼“å˜æ•°æ®ç›®å½•。在 Linux 上,å¯ä»¥é€šè¿‡åœ¨å¯åЍ项" "目之å‰è®¾ç½® [code]XDG_CACHE_HOME[/code] 环境å˜é‡æ¥è¦†ç›–æ¤è·¯å¾„。有关更多信æ¯ï¼Œè¯·" "å‚阅文档ä¸çš„ [url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目ä¸çš„æ–‡ä»¶" "路径》[/url]。å¦è¯·å‚阅 [method get_config_dir] å’Œ [method get_data_dir]。\n" @@ -51362,7 +51399,6 @@ msgstr "" "[/codeblock]" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On Linux, this path can be overridden by " @@ -51373,7 +51409,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†ï¼Œè¿”å›ž[i]全局[/i]用户é…置目录。在桌é¢å¹³å°ä¸Šï¼Œè¿™ä¸ªè·¯å¾„å¯ä»¥åœ¨" +"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†ï¼Œè¿”å›ž[i]全局[/i]用户é…置目录。在 Linux 上,这个路径å¯ä»¥åœ¨" "å¯åŠ¨é¡¹ç›®å‰é€šè¿‡è®¾ç½®[code]XDG_CONFIG_HOME[/code]环境å˜é‡æ¥è¦†ç›–。更多信æ¯è¯·å‚è§" "文档ä¸[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目ä¸çš„æ–‡ä»¶è·¯å¾„》" "[/url]。å¦è¯·å‚阅 [method get_cache_dir] å’Œ [method get_data_dir]。\n" @@ -51398,7 +51434,6 @@ msgid "" msgstr "返回当å‰ä½¿ç”¨çš„视频驱动程åºï¼Œä½¿ç”¨[enum VideoDriver]ä¸çš„一个值。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] user data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " @@ -51409,7 +51444,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†ï¼Œè¿”å›ž[i]全局[/i]用户数æ®ç›®å½•。在桌é¢å¹³å°ä¸Šï¼Œè¿™ä¸ªè·¯å¾„å¯ä»¥åœ¨" +"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†ï¼Œè¿”å›ž[i]全局[/i]用户数æ®ç›®å½•。在 Linux 上,这个路径å¯ä»¥åœ¨" "å¯åŠ¨é¡¹ç›®å‰é€šè¿‡è®¾ç½®[code]XDG_DATA_HOME[/code]环境å˜é‡æ¥è¦†ç›–。更多信æ¯è¯·å‚è§æ–‡" "æ¡£ä¸[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目ä¸çš„æ–‡ä»¶è·¯å¾„》[/" "url]。å¦è¯·å‚阅 [method get_cache_dir] å’Œ [method get_config_dir]。\n" @@ -53698,14 +53733,14 @@ msgstr "" "使用 [code]process_material[/code] å±žæ€§æ·»åŠ [ParticlesMaterial] æ¥é…置粒å外" "观和行为。或者,您å¯ä»¥æ·»åŠ ä¸€ä¸ªå°†åº”ç”¨äºŽæ‰€æœ‰ç²’åçš„ [ShaderMaterial]。\n" "[b]注æ„:[/b][Particles] 仅在使用 GLES3 渲染器时有效。如果使用 GLES2 渲染器," -"请改用 [CPUParticles]。您å¯ä»¥é€šè¿‡é€‰æ‹©èŠ‚ç‚¹ï¼Œå•击 3D 编辑器视窗顶部的" +"请改用 [CPUParticles]。您å¯ä»¥é€šè¿‡é€‰æ‹©èŠ‚ç‚¹ï¼Œå•击 3D 编辑器视å£é¡¶éƒ¨çš„" "[b]Particles[/b]èœå•,然åŽé€‰æ‹©[b]转æ¢ä¸º CPUParticles[/b],将 [Particles] 转æ¢" "为 [CPUParticles]。\n" "[b]注æ„:[/b]在 macOS 上,渲染 [Particles] 比 [CPUParticles] è¦æ…¢ä¸Šå¾ˆå¤šï¼Œå› 为" "å˜æ¢å馈是在 CPU ä¸Šå®žçŽ°çš„ï¼Œè€Œä¸æ˜¯ GPU。以 macOS ä¸ºç›®æ ‡æ—¶ï¼Œè¯·è€ƒè™‘ä½¿ç”¨ " "[CPUParticles]。\n" "[b]注æ„:[/b]在处ç†ç²’å节点åŽï¼Œè®°å¾—é€šè¿‡é€‰æ‹©å®ƒæ¥æ›´æ–°å…¶ [member " -"visibility_aabb],å•击 3D 编辑器视窗顶部的[b]Particles[/b]èœå•,然åŽé€‰æ‹©[b]生" +"visibility_aabb],å•击 3D 编辑器视å£é¡¶éƒ¨çš„[b]Particles[/b]èœå•,然åŽé€‰æ‹©[b]生" "æˆå¯è§ AABB[/b]。å¦åˆ™ï¼Œç²’åå¯èƒ½ä¼šç”±äºŽç›¸æœºä½ç½®å’Œè§’度的改å˜çªç„¶æ¶ˆå¤±ã€‚" #: doc/classes/Particles.xml @@ -53860,15 +53895,14 @@ msgid "Particle systems (2D)" msgstr "ç²’å系统(2D)" #: doc/classes/Particles2D.xml -#, fuzzy msgid "2D Particles Demo" -msgstr "2D å¹³å°è·³è·ƒæ¼”示" +msgstr "2D ç²’åæ¼”示" #: doc/classes/Particles2D.xml msgid "" "2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " "player)" -msgstr "" +msgstr "2D Dodge The Creeps 演示(玩家身åŽçš„æ‹–尾使用的是 GPUParticles2D)" #: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." @@ -58119,7 +58153,7 @@ msgid "" msgstr "" "Popup 是基本的 [Control]ï¼Œç”¨äºŽæ˜¾ç¤ºå¯¹è¯æ¡†å’Œå¼¹å‡ºçª—å£ã€‚默认情况下,它是一个å窗" "å£å’Œæ¨¡æ€ï¼Œå‚阅 [Control],并具有自定义弹出行为的辅助程åºã€‚所有弹出方法都确ä¿" -"åœ¨è§†çª—ä¸æ£ç¡®æ”¾ç½®ã€‚" +"在视å£ä¸æ£ç¡®æ”¾ç½®ã€‚" #: doc/classes/Popup.xml msgid "Popup (show the control in modal form)." @@ -60422,7 +60456,7 @@ msgid "" "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" -"设置游æˆçš„主视窗高度。在桌é¢å¹³å°ä¸Šï¼Œè¿™æ˜¯é»˜è®¤çš„窗å£å¤§å°ã€‚当å¯ç”¨æ‹‰ä¼¸æ¨¡å¼è®¾ç½®" +"设置游æˆçš„主视å£é«˜åº¦ã€‚在桌é¢å¹³å°ä¸Šï¼Œè¿™æ˜¯é»˜è®¤çš„窗å£å¤§å°ã€‚当å¯ç”¨æ‹‰ä¼¸æ¨¡å¼è®¾ç½®" "时,也使用æ¤å‚数作为å‚考。" #: doc/classes/ProjectSettings.xml @@ -60451,7 +60485,7 @@ msgid "" "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" -"设置游æˆçš„主视窗宽度。在桌é¢å¹³å°ä¸Šï¼Œè¿™æ˜¯é»˜è®¤çš„窗å£å¤§å°ã€‚当å¯ç”¨æ‹‰ä¼¸æ¨¡å¼è®¾ç½®" +"设置游æˆçš„主视å£å®½åº¦ã€‚在桌é¢å¹³å°ä¸Šï¼Œè¿™æ˜¯é»˜è®¤çš„窗å£å¤§å°ã€‚当å¯ç”¨æ‹‰ä¼¸æ¨¡å¼è®¾ç½®" "时,也使用æ¤å‚数作为å‚考。" #: doc/classes/ProjectSettings.xml @@ -60585,7 +60619,7 @@ msgid "" "and is the recommended setting." msgstr "" "如果已å¯ç”¨ï¼Œåˆ™ä¼šåœ¨å°† [member Viewport.gui_disable_input] 设为 [code]false[/" -"code] ç¦ç”¨è§†åŒºçš„ GUI 输入时,将当å‰çš„é¼ æ ‡æ‚¬åœåŠèšç„¦ä¸¢å¼ƒã€‚\n" +"code] ç¦ç”¨è§†å£çš„ GUI 输入时,将当å‰çš„é¼ æ ‡æ‚¬åœåŠèšç„¦ä¸¢å¼ƒã€‚\n" "è¿™æ ·çš„è¡Œä¸ºèƒ½å¤Ÿå¸®åŠ©ä¿æŒ GUI 状æ€çš„å¥å£®ï¼Œè¾“å…¥æ¢å¤æ—¶ï¼Œæ— 论当时å‘生了什么都ä¸ä¼šäº§" "生æ„外的结果。\n" "如果已ç¦ç”¨ï¼Œä¼šä½¿ç”¨æ—§æœ‰è¡Œä¸ºï¼Œé™¤äº†ç¦ç”¨ GUI 输入本身ä¸ä¼šè¿›è¡Œé¢å¤–æ“作。\n" @@ -60596,8 +60630,8 @@ msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" -"如果为 [code]true[/code],在Windowså’ŒUWPçš„å¯¹è¯æ¡†ä¸äº¤æ¢ç¡®å®šå’Œå–消按钮,以éµå¾ª" -"ç•Œé¢æƒ¯ä¾‹ã€‚" +"如果为 [code]true[/code],在 Windows å’Œ UWP çš„å¯¹è¯æ¡†ä¸äº¤æ¢ç¡®å®šå’Œå–消按钮,以" +"éµå¾ªç•Œé¢æƒ¯ä¾‹ã€‚" #: doc/classes/ProjectSettings.xml msgid "" @@ -60639,9 +60673,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认用于确认焦点按钮ã€èœå•或列表项,或验è¯è¾“入的[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认用于确认焦点按钮ã€èœå•或列表项,或验è¯è¾“入的 [InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60650,9 +60684,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"é»˜è®¤æ”¾å¼ƒä¸€ä¸ªæ¨¡æ€æˆ–挂起的输入的[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"é»˜è®¤ç”¨äºŽæ”¾å¼ƒæ¨¡æ€æˆ–挂起的输入的 [InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60661,9 +60695,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UIä¸å‘下移动的[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认在 UI ä¸å‘下移动的 [InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60676,8 +60710,8 @@ msgid "" msgstr "" "默认[InputEventAction]去[Control]的结æŸä½ç½®(例如[ItemList]或[Tree]ä¸çš„æœ€åŽä¸€" "项),匹é…典型桌é¢UI系统ä¸[constant KEY_END]的行为。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60689,8 +60723,8 @@ msgid "" msgstr "" "默认èšç„¦åœºæ™¯ä¸çš„下一个[Control]çš„[InputEventAction]。焦点行为å¯ä»¥é€šè¿‡[member " "Control.focus_next]é…置。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60702,8 +60736,8 @@ msgid "" msgstr "" "默认èšç„¦åœºæ™¯ä¸çš„å‰ä¸€ä¸ª[Control]çš„[InputEventAction]。焦点行为å¯ä»¥é€šè¿‡[member " "Control.focus_previous]é…置。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60716,8 +60750,8 @@ msgid "" msgstr "" "默认的将进入[Control]的起始ä½ç½®ï¼ˆä¾‹å¦‚[ItemList]或[Tree]ä¸çš„第一个项目)时的" "[InputEventAction],与典型的桌é¢UI系统ä¸[constant KEY_HOME]的行为相匹é…。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬å¯¹äºŽå‡ ä¸ª[Control]" -"的内部逻辑是必è¦çš„。然而,分é…给动作的事件å¯ä»¥è¢«ä¿®æ”¹ã€‚" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª " +"[Control] 的内部逻辑所必需的。然而,分é…给动作的事件å¯ä»¥è¢«ä¿®æ”¹ã€‚" #: doc/classes/ProjectSettings.xml msgid "" @@ -60726,9 +60760,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UIä¸å‘左移动的[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认在 UI ä¸å‘左移动的[InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60742,8 +60776,8 @@ msgstr "" "默认的在 [Control](例如 [ItemList] 或 [Tree])ä¸å‘下翻页的 " "[InputEventAction]ï¼Œä¸Žå…¸åž‹æ¡Œé¢ UI ç³»ç»Ÿä¸ [constant KEY_PAGEDOWN] 的行为相匹" "é…。\n" -"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª " -"[Control] 的内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60757,8 +60791,8 @@ msgstr "" "默认的在 [Control](例如 [ItemList] 或 [Tree])ä¸å‘上翻页的 " "[InputEventAction]ï¼Œä¸Žå…¸åž‹æ¡Œé¢ UI ç³»ç»Ÿä¸ [constant KEY_PAGEUP] 的行为相匹" "é…。\n" -"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª " -"[Control] 的内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60767,9 +60801,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UIä¸å³ç§»çš„[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认在 UI ä¸å³ç§»çš„[InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60780,8 +60814,8 @@ msgid "" "to the action can however be modified." msgstr "" "默认选择[Control](例如[ItemList]或[Tree])ä¸çš„一个项目[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60790,9 +60824,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UIä¸å‘上移动[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认在 UI ä¸å‘上移动[InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -63204,7 +63238,6 @@ msgstr "" "的值通常会给出最好的结果。å¦è§ [member rendering/quality/filters/use_fxaa]。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " @@ -63224,13 +63257,18 @@ msgid "" "debanding at run-time, set [member Viewport.debanding] on the root " "[Viewport] instead." msgstr "" -"如果为 [code]true[/code],则使用快速åŽå¤„ç†è¿‡æ»¤å™¨ä½¿æ¡å¸¦æ˜Žæ˜¾ä¸é‚£ä¹ˆæ˜Žæ˜¾ã€‚在æŸäº›" -"情况下,去带å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„æŠ–动模å¼ã€‚å»ºè®®ä»…åœ¨å®žé™…éœ€è¦æ—¶å¯ç”¨åŽ»æ¡å¸¦ï¼Œå› 为" -"抖动模å¼ä¼šä½¿æ— æŸåŽ‹ç¼©çš„å±å¹•截图更大。\n" +"如果为 [code]true[/code]ï¼Œåˆ™ä½¿ç”¨ä¸€ä¸ªå¿«é€Ÿçš„åŽæœŸå¤„ç†æ»¤æ³¢å™¨ï¼Œä½¿ 3D 的带状现象明" +"显å‡å°‘。2D 渲染[i]ä¸å—[/i]去æ¡å¸¦çš„å½±å“ï¼Œé™¤éž [member Environment." +"background_mode] 为 [constant Environment.BG_CANVAS]ã€‚æ¤æ—¶ [member rendering/" +"quality/intended_usage/framebuffer_allocation] 也必须设为 [b]3D[/b]。\n" +"在æŸäº›æƒ…况下,去带å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„æŠ–动模å¼ã€‚å»ºè®®ä»…åœ¨å®žé™…éœ€è¦æ—¶å¯ç”¨åŽ»æ¡" +"å¸¦ï¼Œå› ä¸ºæŠ–åŠ¨æ¨¡å¼ä¼šä½¿æ— æŸåŽ‹ç¼©çš„å±å¹•截图更大。\n" "[b]注æ„:[/b]仅在 GLES3 åŽç«¯å¯ç”¨ã€‚[member rendering/quality/depth/hdr] 也必须" "为 [code]true[/code] æ‰èƒ½ä½¿åŽ»è‰²å¸¦æœ‰æ•ˆã€‚\n" "[b]注æ„:[/b]已知在移动平å°ä¸Šçš„去色带å˜åœ¨ç ´åæ¸²æŸ“çš„é—®é¢˜ã€‚å› æ¤ï¼Œå»ºè®®åœ¨ç”¨äºŽç§»åЍ" -"平尿—¶ç¦ç”¨æ¤é€‰é¡¹ã€‚" +"平尿—¶ç¦ç”¨æ¤é€‰é¡¹ã€‚\n" +"[b]注æ„:[/b]这个属性在项目å¯åŠ¨æ—¶æ˜¯åªè¯»çš„。è¦åœ¨è¿è¡Œæ—¶è®¾ç½®åŽ»æ¡å¸¦ï¼Œè¯·åœ¨æ ¹ " +"[Viewport] 上设置 [member Viewport.debanding]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -65372,6 +65410,13 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" +"åœ¨æ–‡æœ¬ä¸æœç´¢ç¼–译åŽçš„æ¨¡å¼ã€‚如果找到,则将首个匹é…结果放在 [RegExMatch] 容器ä¸" +"返回,å¦åˆ™è¿”回 [code]null[/code]。\n" +"æœç´¢çš„范围å¯ä»¥ç”¨ [code]offset[/code] å’Œ [code]end[/code] 指定。å¯ç”¨äºŽåœ¨ä¸Šä¸€æ¬¡" +"æˆåŠŸæ‰¾åˆ°åŽå†æ¬¡ä½¿ç”¨ç›¸åŒçš„ [code]subject[/code] 调用这个方法,继ç»å¯»æ‰¾åŒ¹é…。设" +"ç½®è¿™äº›å‚æ•°å’Œä¼ 入缩çŸåŽçš„å—符串是ä¸åŒçš„。例如,起点 [code]^[/code] ä¸ä¼šå— " +"[code]offset[/code] å½±å“,å•è¯è¾¹ç•Œ [code]\\b[/code] 会检查 [code]offset[/" +"code] 之å‰çš„å—符。" #: modules/regex/doc_classes/RegEx.xml msgid "" @@ -65386,9 +65431,15 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" +"åœ¨æ–‡æœ¬ä¸æœç´¢ç¼–译åŽçš„æ¨¡å¼ã€‚返回 [RegExMatch] 容器的数组,其ä¸åŒ…å«çš„æ˜¯äº’ä¸é‡å " +"的匹é…结果。如果没有找到匹é…,则返回空数组。\n" +"æœç´¢çš„范围å¯ä»¥ç”¨ [code]offset[/code] å’Œ [code]end[/code] 指定。å¯ç”¨äºŽåœ¨ä¸Šä¸€æ¬¡" +"æˆåŠŸæ‰¾åˆ°åŽå†æ¬¡ä½¿ç”¨ç›¸åŒçš„ [code]subject[/code] 调用这个方法,继ç»å¯»æ‰¾åŒ¹é…。设" +"ç½®è¿™äº›å‚æ•°å’Œä¼ 入缩çŸåŽçš„å—符串是ä¸åŒçš„。例如,起点 [code]^[/code] ä¸ä¼šå— " +"[code]offset[/code] å½±å“,å•è¯è¾¹ç•Œ [code]\\b[/code] 会检查 [code]offset[/" +"code] 之å‰çš„å—符。" #: modules/regex/doc_classes/RegEx.xml -#, fuzzy msgid "" "Searches the text for the compiled pattern and replaces it with the " "specified string. Escapes and backreferences such as [code]$1[/code] and " @@ -65403,10 +65454,14 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" -"æœç´¢æ–‡æœ¬ä¸çš„编译模å¼ï¼Œå¹¶å°†å…¶æ›¿æ¢ä¸ºæŒ‡å®šçš„å—符串。诸如 [code]$1[/code] å’Œ " +"åœ¨æ–‡æœ¬ä¸æœç´¢ç¼–译åŽçš„æ¨¡å¼ï¼Œå¹¶å°†å…¶æ›¿æ¢ä¸ºæŒ‡å®šçš„å—符串。诸如 [code]$1[/code] å’Œ " "[code]$name[/code] ç‰è½¬ä¹‰å’Œåå‘å¼•ç”¨ä¼šè¢«å±•å¼€å’Œè§£å†³ã€‚é»˜è®¤æƒ…å†µä¸‹ï¼Œåªæœ‰ç¬¬ä¸€ä¸ªå®žä¾‹" -"被替æ¢ï¼Œä½†å¯ä»¥å¯¹æ‰€æœ‰å®žä¾‹è¿›è¡Œä¿®æ”¹ï¼ˆå…¨å±€æ›¿æ¢ï¼‰ã€‚å¯ä»¥æŒ‡å®šè¦æœç´¢çš„区域,而ä¸éœ€è¦" -"修改开始和结æŸé”šçš„ä½ç½®ã€‚" +"被替æ¢ï¼Œä½†å¯ä»¥å¯¹æ‰€æœ‰å®žä¾‹è¿›è¡Œä¿®æ”¹ï¼ˆå…¨å±€æ›¿æ¢ï¼‰ã€‚\n" +"æœç´¢çš„范围å¯ä»¥ç”¨ [code]offset[/code] å’Œ [code]end[/code] 指定。å¯ç”¨äºŽåœ¨ä¸Šä¸€æ¬¡" +"æˆåŠŸæ‰¾åˆ°åŽå†æ¬¡ä½¿ç”¨ç›¸åŒçš„ [code]subject[/code] 调用这个方法,继ç»å¯»æ‰¾åŒ¹é…。设" +"ç½®è¿™äº›å‚æ•°å’Œä¼ 入缩çŸåŽçš„å—符串是ä¸åŒçš„。例如,起点 [code]^[/code] ä¸ä¼šå— " +"[code]offset[/code] å½±å“,å•è¯è¾¹ç•Œ [code]\\b[/code] 会检查 [code]offset[/" +"code] 之å‰çš„å—符。" #: modules/regex/doc_classes/RegExMatch.xml msgid "Contains the results of a [RegEx] search." @@ -65687,7 +65742,7 @@ msgstr "" "时,这个方法会被调用。它的行为å¯ä»¥é€šè¿‡è¦†ç›–脚本ä¸çš„ [method " "_setup_local_to_scene] 进行定制。\n" "对于大多数资æºï¼Œè¯¥æ–¹æ³•䏿‰§è¡Œä»»ä½•基本逻辑。[ViewportTexture] 执行自定义逻辑以" -"æ£ç¡®è®¾ç½®æœ¬åœ°è§†çª—ä¸çš„代ç†çº¹ç†å’Œæ ‡å¿—。" +"æ£ç¡®è®¾ç½®æœ¬åœ°è§†å£ä¸çš„代ç†çº¹ç†å’Œæ ‡å¿—。" #: doc/classes/Resource.xml msgid "" @@ -68854,12 +68909,11 @@ msgid "" "quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The " "property can however be overridden at runtime as needed." msgstr "" -"为 [code]true[/code] æ—¶å¯ç”¨å—ä½“è¿‡é‡‡æ ·ã€‚è¿™æ„å‘³ç€æ ¹æ®è§†çª—的缩放比例ä¸åŒï¼Œ" -"[DynamicFont] 渲染的大å°ä¼šæ¯”é…ç½®å¤§å°æ›´é«˜æˆ–更低。例如,如果视窗的缩放系数为 " -"1.5,那么é…置为 14 å·å¤§å°çš„å—体将会按照 21 å·å¤§å°æ¸²æŸ“([code]14 * 1.5[/" -"code])。\n" -"[b]注æ„:[/b]å—ä½“è¿‡é‡‡æ ·ä»…åœ¨è§†çª—æ‹‰ä¼¸æ¨¡å¼ä¸º [constant STRETCH_MODE_VIEWPORT] 且" -"拉伸比例模å¼ä¸æ˜¯ [constant STRETCH_ASPECT_IGNORE] 时有效。\n" +"为 [code]true[/code] æ—¶å¯ç”¨å—ä½“è¿‡é‡‡æ ·ã€‚è¿™æ„å‘³ç€æ ¹æ®è§†å£çš„缩放比例ä¸åŒï¼Œ" +"[DynamicFont] 渲染的大å°ä¼šæ¯”é…ç½®å¤§å°æ›´é«˜æˆ–更低。例如,视å£çš„缩放系数为 1.5 " +"时,é…置大å°ä¸º 14 çš„å—体将会当作大å°ä¸º 21 渲染([code]14 * 1.5[/code])。\n" +"[b]注æ„:[/b]åªæœ‰åœ¨è§†å£æ‹‰ä¼¸æ¨¡å¼ä¸º [constant STRETCH_MODE_VIEWPORT] 且拉伸比例" +"模å¼ä¸æ˜¯ [constant STRETCH_ASPECT_IGNORE] 时,æ‰ä¼šä½¿ç”¨å—ä½“è¿‡é‡‡æ ·ã€‚\n" "[b]注æ„:[/b]项目å¯åŠ¨æ—¶ä¼šä¸ºæ´»åŠ¨çš„ [SceneTree] 自动设置该属性,å–值为 " "[ProjectSettings] çš„ [code]rendering/quality/dynamic_fonts/use_oversampling[/" "code]。ä¸è¿‡è¿è¡Œæ—¶å¯ä»¥æ ¹æ®éœ€è¦å¯¹è¯¥å±žæ€§è¿›è¡Œè¦†ç›–。" @@ -68932,7 +68986,7 @@ msgstr "当节点的é…置更改时å‘出。仅在 [code]tool[/code] 模å¼ä¸‹å #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "当从 [SceneTree] ä¸åˆ 除节点时å‘出。" +msgstr "当从 [SceneTree] ä¸ç§»é™¤èŠ‚ç‚¹æ—¶å‘出。" #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is renamed." @@ -68968,15 +69022,15 @@ msgstr "当 [SceneTree] 层次结构å‘生å˜åŒ–(移动或é‡å‘½åå项ç‰ï¼ #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." -msgstr "对组进行调用时,ä¸ä½¿ç”¨æ ‡å¿—(默认)。" +msgstr "对分组进行调用时,ä¸ä½¿ç”¨æ ‡å¿—(默认)。" #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." -msgstr "对组进行调用时,使用逆场景åºã€‚" +msgstr "对分组进行调用时,使用逆场景åºã€‚" #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." -msgstr "å¯¹ç»„è¿›è¡Œè°ƒç”¨æ—¶ï¼Œç«‹å³æ‰§è¡Œï¼ˆæ£å¸¸æƒ…况下是在空闲时调用的)。" +msgstr "å¯¹åˆ†ç»„è¿›è¡Œè°ƒç”¨æ—¶ï¼Œç«‹å³æ‰§è¡Œï¼ˆæ£å¸¸æƒ…况下是在空闲时调用的)。" #: doc/classes/SceneTree.xml msgid "" @@ -68985,6 +69039,9 @@ msgid "" "call is unique or not. Therefore when the same method is called with " "different arguments, only the first call will be performed." msgstr "" +"å³ä¾¿æ‰§è¡Œäº†å¤šæ¬¡è°ƒç”¨ï¼Œä¹Ÿåªå¯¹åˆ†ç»„进行一次调用。\n" +"[b]注æ„:[/b]确定调用是å¦å”¯ä¸€æ—¶ä¸è€ƒè™‘傿•°ã€‚å› æ¤ï¼Œå¦‚果使用ä¸åŒçš„傿•°è°ƒç”¨äº†åŒä¸€" +"个方法,那么åªä¼šæ‰§è¡Œç¬¬ä¸€ä¸ªè°ƒç”¨ã€‚" #: doc/classes/SceneTree.xml msgid "No stretching." @@ -71377,10 +71434,10 @@ msgstr "" msgid "" "Rotation part of the local transformation in degrees, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle)." -msgstr "æ—‹è½¬éƒ¨åˆ†å±€éƒ¨å˜æ¢ä¸ºåº¦ï¼ŒæŒ‰ YXZ-Euler è§’æ ¼å¼æŒ‡å®šï¼ˆX è§’ã€Y è§’ã€Z 角)。" +msgstr "" +"å±€éƒ¨å˜æ¢çš„æ—‹è½¬éƒ¨åˆ†ï¼Œå•ä½ä¸ºåº¦ï¼Œä»¥ YXZ 欧拉角的形å¼è¡¨ç¤ºï¼ˆX è§’ã€Y è§’ã€Z 角)。" #: doc/classes/Spatial.xml -#, fuzzy msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " @@ -71392,7 +71449,9 @@ msgid "" msgstr "" "å±€éƒ¨å˜æ¢çš„缩放部分。\n" "[b]注æ„:[/b]3D ä¸ï¼Œå˜æ¢çŸ©é˜µæ˜¯æ— 法分解出æ£è´Ÿæ··åˆçš„缩放的。由于 Godot ä¸ä½¿ç”¨å˜" -"æ¢çŸ©é˜µæ¥è¡¨ç¤ºç¼©æ”¾ï¼Œå¾—到的缩放值è¦ä¹ˆå…¨æ£ã€è¦ä¹ˆå…¨è´Ÿã€‚" +"æ¢çŸ©é˜µæ¥è¡¨ç¤ºç¼©æ”¾ï¼Œå¾—到的缩放值è¦ä¹ˆå…¨æ£ã€è¦ä¹ˆå…¨è´Ÿã€‚\n" +"[b]注æ„:[/b]并䏿˜¯æ‰€æœ‰èŠ‚ç‚¹çš„å¤–è§‚éƒ½ä¼šè¢« [member scale] 属性缩放。例如," +"[Light] 的外观就ä¸å— [member scale] å½±å“。" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." @@ -73038,6 +73097,9 @@ msgid "" "[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" +"èšå…‰ç¯çš„角度,å•ä½ä¸ºåº¦ã€‚\n" +"[b]注æ„:[/b][member spot_angle] ä¸å— [member Spatial.scale] 的影å“ï¼ˆæ— è®ºæ˜¯è¯¥" +"ç¯å…‰çš„缩放还是其父节点的缩放)。" #: doc/classes/SpotLight.xml msgid "The spotlight's angular attenuation curve." @@ -73048,7 +73110,6 @@ msgid "The spotlight's light energy attenuation curve." msgstr "èšå…‰ç¯çš„å…‰é‡è¡°å‡æ›²çº¿ã€‚" #: doc/classes/SpotLight.xml -#, fuzzy msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " @@ -73058,8 +73119,10 @@ msgid "" "(the light's scale or its parent's scale)." msgstr "" "èšå…‰ç¯å¯ä»¥è¾¾åˆ°çš„æœ€å¤§èŒƒå›´ã€‚请注æ„ï¼Œæ ¹æ®ä½¿ç”¨çš„ [member spot_attenuation],有效" -"照明区域å¯èƒ½çœ‹èµ·æ¥æ›´å°ã€‚æ— è®ºä½¿ç”¨[member spot_attenuation],光都ä¸ä¼šåˆ°è¾¾æ¤èŒƒå›´" -"之外的任何东西。" +"照明区域å¯èƒ½çœ‹èµ·æ¥æ›´å°ã€‚æ— è®º [member spot_attenuation] 为何值,光都ä¸ä¼šåˆ°è¾¾æ¤" +"范围之外的任何东西。\n" +"[b]注æ„:[/b][member spot_angle] ä¸å— [member Spatial.scale] 的影å“ï¼ˆæ— è®ºæ˜¯è¯¥" +"ç¯å…‰çš„缩放还是其父节点的缩放)。" #: doc/classes/SpringArm.xml msgid "A helper node, mostly used in 3rd person cameras." @@ -76689,7 +76752,7 @@ msgid "" "Centers the viewport on the line the editing cursor is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." msgstr "" -"å°†è§†åŒºç½®äºŽç¼–è¾‘å…‰æ ‡æ‰€åœ¨çš„è¡Œä¸Šã€‚è¿™ä¹Ÿä¼šå°† [member scroll_horizontal] 值é‡ç½®ä¸º " +"将视å£ç½®äºŽç¼–è¾‘å…‰æ ‡æ‰€åœ¨çš„è¡Œä¸Šã€‚è¿™ä¹Ÿä¼šå°† [member scroll_horizontal] 值é‡ç½®ä¸º " "[code]0[/code]。" #: doc/classes/TextEdit.xml @@ -76723,7 +76786,7 @@ msgid "" "will center at the cursor position after the move occurs." msgstr "" "å°†å…‰æ ‡ç§»åŠ¨åˆ°æŒ‡å®šçš„ [code]column[/code] 索引处。\n" -"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动å‘生åŽè§†çª—" +"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动å‘生åŽè§†å£" "å°†ä»¥å…‰æ ‡ä½ç½®ä¸ºä¸å¿ƒã€‚" #: doc/classes/TextEdit.xml @@ -76735,7 +76798,7 @@ msgid "" "[code]line[/code] can be hidden using [method set_line_as_hidden]." msgstr "" "在指定的 [code]line[/code] ç´¢å¼•å¤„ç§»åŠ¨å…‰æ ‡ã€‚\n" -"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动å‘生åŽè§†çª—" +"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动å‘生åŽè§†å£" "å°†ä»¥å…‰æ ‡ä½ç½®ä¸ºä¸å¿ƒã€‚\n" "如果 [code]can_be_hidden[/code] 设置为 [code]true[/code],则å¯ä»¥ä½¿ç”¨ [method " "set_line_as_hidden] éšè—指定的 [code]line[/code]。" @@ -84329,16 +84392,16 @@ msgid "" "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" -"Viewport 会在å±å¹•上创建ä¸åŒçš„视图,或者是å¦ä¸€ä¸ªè§†çª—ä¸çš„å视图。å代 2D 节点会" +"Viewport 会在å±å¹•上创建ä¸åŒçš„视图,或者是å¦ä¸€ä¸ªè§†å£ä¸çš„å视图。å代 2D 节点会" "在其上显示,å代 3D æ‘„åƒæœºèŠ‚ç‚¹ä¹Ÿä¼šåœ¨å…¶ä¸Šæ¸²æŸ“ã€‚\n" -"å¦å¤–,视窗å¯ä»¥æœ‰è‡ªå·±çš„ 2D 或 3D 世界,所以它们ä¸ä¼šä¸Žå…¶ä»–视窗共享其所绘制的内" +"å¦å¤–,视å£å¯ä»¥æœ‰è‡ªå·±çš„ 2D 或 3D 世界,所以它们ä¸ä¼šä¸Žå…¶ä»–视å£å…±äº«å…¶æ‰€ç»˜åˆ¶çš„内" "容。\n" -"如果视窗是 [ViewportContainer] çš„å节点,它将自动å 用其大å°ï¼Œå¦åˆ™å¿…须手动设" +"å¦‚æžœè§†å£æ˜¯ [ViewportContainer] çš„å节点,它将自动å 用其大å°ï¼Œå¦åˆ™å¿…须手动设" "置。\n" -"视窗也å¯ä»¥é€‰æ‹©æˆä¸ºéŸ³é¢‘监å¬è€…ï¼Œä¼šæ ¹æ®å®ƒçš„ 2D 或 3D æ‘„åƒæœºçš„å节点æ¥äº§ç”Ÿä½ç½®éŸ³" +"视å£ä¹Ÿå¯ä»¥é€‰æ‹©æˆä¸ºéŸ³é¢‘监å¬è€…ï¼Œä¼šæ ¹æ®å®ƒçš„ 2D 或 3D æ‘„åƒæœºçš„å节点æ¥äº§ç”Ÿä½ç½®éŸ³" "频。\n" -"å¦å¤–,如果设备有多个å±å¹•,视窗å¯ä»¥è¢«åˆ†é…到ä¸åŒçš„å±å¹•。\n" -"最åŽï¼Œè§†çª—也å¯ä»¥ä½œä¸ºæ¸²æŸ“ç›®æ ‡ï¼Œåœ¨è¿™ç§æƒ…况下,除éžç›¸å…³çš„纹ç†è¢«ç”¨äºŽç»˜åˆ¶ï¼Œå¦åˆ™å®ƒ" +"å¦å¤–,如果设备有多个å±å¹•,视å£å¯ä»¥è¢«åˆ†é…到ä¸åŒçš„å±å¹•。\n" +"最åŽï¼Œè§†å£ä¹Ÿå¯ä»¥ä½œä¸ºæ¸²æŸ“ç›®æ ‡ï¼Œåœ¨è¿™ç§æƒ…况下,除éžç›¸å…³çš„纹ç†è¢«ç”¨äºŽç»˜åˆ¶ï¼Œå¦åˆ™å®ƒ" "们将ä¸å¯è§ã€‚\n" "[b]注æ„:[/b]默认情况下,Godot 3.x 䏿–°åˆ›å»ºçš„ Viewport æ˜¯ä¸Šä¸‹é¢ å€’çš„ã€‚å¯ç”¨ " "[member render_target_v_flip] å¯ä»¥ä½¿è¯¥ Viewport 使用æ£ç¡®çš„æœå‘æ˜¾ç¤ºã€‚" @@ -84385,7 +84448,7 @@ msgstr "返回激活的 3D 相机。" #: doc/classes/Viewport.xml msgid "Returns the total transform of the viewport." -msgstr "è¿”å›žè§†çª—çš„æ€»çš„å˜æ¢ã€‚" +msgstr "返回视å£çš„æ€»çš„å˜æ¢ã€‚" #: doc/classes/Viewport.xml msgid "Returns the topmost modal in the stack." @@ -84399,7 +84462,7 @@ msgstr "返回该 [Viewport] ä¸é¼ æ ‡çš„ä½ç½®ï¼Œä½¿ç”¨è¯¥ [Viewport] çš„åæ ‡ #: doc/classes/Viewport.xml msgid "Returns information about the viewport from the rendering pipeline." -msgstr "返回渲染管é“ä¸å…³äºŽè§†çª—的信æ¯ã€‚" +msgstr "返回渲染管é“ä¸å…³äºŽè§†å£çš„ä¿¡æ¯ã€‚" #: doc/classes/Viewport.xml msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." @@ -84420,7 +84483,7 @@ msgid "" "img.flip_y()\n" "[/codeblock]" msgstr "" -"返回该视窗的纹ç†ã€‚\n" +"返回该视å£çš„纹ç†ã€‚\n" "[b]注æ„:[/b]由于 OpenGL 的工作方å¼ï¼Œäº§ç”Ÿçš„ [ViewportTexture] 是垂直翻转的。" "ä½ å¯ä»¥åœ¨ [method Texture.get_data] 的结果上使用 [method Image.flip_y] æ¥å°†å…¶" "翻转回去,例如:\n" @@ -84459,7 +84522,7 @@ msgid "" "Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." "NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" -"å¦‚æžœè¯¥è§†åŒºç›®å‰æ£åœ¨æ‰§è¡Œæ‹–拽æ“作,则返回 [code]true[/code]。\n" +"如果该视å£ç›®å‰æ£åœ¨æ‰§è¡Œæ‹–拽æ“作,则返回 [code]true[/code]。\n" "å¦‚æžœä½ æ›´å€¾å‘于对其进行轮询,那么就å¯ä»¥ä½œä¸º [constant Node." "NOTIFICATION_DRAG_BEGIN] å’Œ [constant Node.NOTIFICATION_DRAG_END] 的替代å“。" @@ -84540,7 +84603,6 @@ msgstr "" "å…¨å±€ç”»å¸ƒå˜æ¢ã€‚" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " @@ -84555,9 +84617,13 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" -"如果为 [code]true[/code]ï¼Œåˆ™ä½¿ç”¨ä¸€ä¸ªå¿«é€Ÿçš„åŽæœŸå¤„ç†æ»¤æ³¢å™¨ï¼Œä½¿å¸¦çŠ¶çŽ°è±¡æ˜Žæ˜¾å‡" -"少。在æŸäº›æƒ…况下,去带å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„æŠ–动模å¼ã€‚å»ºè®®åªæœ‰åœ¨å®žé™…éœ€è¦æ—¶æ‰å¯" -"ç”¨åŽ»å¸¦ï¼Œå› ä¸ºæŠ–åŠ¨æ¨¡å¼ä¼šä½¿æ— æŸåŽ‹ç¼©çš„å±å¹•截图å˜å¤§ã€‚\n" +"如果为 [code]true[/code]ï¼Œåˆ™ä½¿ç”¨ä¸€ä¸ªå¿«é€Ÿçš„åŽæœŸå¤„ç†æ»¤æ³¢å™¨ï¼Œä½¿ 3D 的带状现象明" +"显å‡å°‘。2D 渲染[i]ä¸å—[/i]去æ¡å¸¦çš„å½±å“ï¼Œé™¤éž [member Environment." +"background_mode] 为 [constant Environment.BG_CANVAS]ã€‚æ¤æ—¶ [member usage] 也" +"必须设为 [constant USAGE_3D]。å¦è¯·å‚阅 [member ProjectSettings.rendering/" +"quality/filters/use_debanding]。\n" +"在æŸäº›æƒ…况下,去æ¡å¸¦å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„æŠ–åŠ¨å›¾æ¡ˆã€‚å»ºè®®åªæœ‰åœ¨å®žé™…éœ€è¦æ—¶æ‰å¯ç”¨" +"去æ¡å¸¦ï¼Œå› ä¸ºæŠ–åŠ¨å›¾æ¡ˆä¼šä½¿æ— æŸåŽ‹ç¼©çš„å±å¹•截图å˜å¤§ã€‚\n" "[b]注æ„:[/b]仅在 GLES3 åŽç«¯å¯ç”¨ã€‚[member hdr] 也必须是 [code]true[/code] æ‰" "能使去色带生效。" @@ -84566,13 +84632,12 @@ msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "åœ¨è°ƒè¯•æ—¶ï¼Œç”¨äºŽæµ‹è¯•æ¸²æŸ“çš„å‡ ä½•å›¾å½¢çš„å åŠ æ¨¡å¼ã€‚" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "If [code]true[/code], the viewport will disable 3D rendering. To actually " "disable allocation of 3D buffers, set [member usage] instead." msgstr "" -"如果为 [code]true[/code],该视å£å°†ç¦ç”¨ 3D 渲染。对于实际ç¦ç”¨ï¼Œä½¿ç”¨ " -"[code]usage[/code]。" +"如果为 [code]true[/code],该视å£å°†ç¦ç”¨ 3D 渲染。è¦å®žé™…ç¦ç”¨ 3D 缓冲区的分é…," +"请设置 [member usage]。" #: doc/classes/Viewport.xml msgid "" @@ -84616,7 +84681,7 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" "如果为 [code]true[/code],视å£çš„æ¸²æŸ“将获益于高动æ€èŒƒå›´ç®—法。高动æ€èŒƒå›´å…许视" -"窗接收 0-1 范围以外的数值。在 Godot ä¸ HDR 默认使用åŠç²¾åº¦æµ®ç‚¹æ•°ï¼ˆ16 ä½ï¼‰ã€‚è¦" +"å£æŽ¥æ”¶ 0-1 范围以外的数值。在 Godot ä¸ HDR 默认使用åŠç²¾åº¦æµ®ç‚¹æ•°ï¼ˆ16 ä½ï¼‰ã€‚è¦" "使用全精度浮点数(32 ä½ï¼‰ï¼Œè¯·å¯ç”¨ [member use_32_bpc_depth]。\n" "[b]注æ„:[/b]需è¦å°† [member usage] 设置为 [constant USAGE_3D] 或 [constant " "USAGE_3D_NO_EFFECTS]ï¼Œå› ä¸º HDR 䏿”¯æŒ 2D。\n" @@ -84635,7 +84700,7 @@ msgid "" "require input in linear color space!" msgstr "" "如果为 [code]true[/code],3D 渲染åŽçš„结果将ä¸ä¼šåº”用线性到 sRGB 的颜色转æ¢ã€‚当" -"视å£è¢«ç”¨ä½œæ¸²æŸ“ç›®æ ‡æ—¶ï¼Œè¿™ç‚¹å¾ˆé‡è¦ï¼Œå› 为渲染结果会被用作å¦ä¸€ä¸ªè§†çª—䏿¸²æŸ“çš„ 3D " +"视å£è¢«ç”¨ä½œæ¸²æŸ“ç›®æ ‡æ—¶ï¼Œè¿™ç‚¹å¾ˆé‡è¦ï¼Œå› 为渲染结果会被用作å¦ä¸€ä¸ªè§†å£ä¸æ¸²æŸ“çš„ 3D " "物体的纹ç†ã€‚如果视å£è¢«ç”¨æ¥åˆ›å»ºä¸åŸºäºŽé¢œè‰²çš„æ•°æ®ï¼Œå™ªå£°ã€é«˜åº¦å›¾ã€é‡‡å›¾ç‰ï¼Œè¿™ä¹Ÿå¾ˆ" "é‡è¦ã€‚当视å£è¢«ç”¨ä½œ 2D å¯¹è±¡çš„çº¹ç†æ—¶ï¼Œæˆ–è€…è§†å£æ˜¯ä½ 的最终输出时,请ä¸è¦å¯ç”¨è¿™ä¸ª" "功能。对于 GLES2 驱动æ¥è¯´ï¼Œè¿™å°†æŠŠ sRGB 输出转æ¢ä¸ºçº¿æ€§è¾“出,这应该åªç”¨äºŽéœ€è¦çº¿" @@ -84725,7 +84790,7 @@ msgid "" msgstr "" "阴影图集的分辨率(用于全å‘光和èšå…‰ï¼‰ã€‚该值将四èˆäº”入到最接近的 2 的幂。\n" "[b]注æ„:[/b]如果设置为 [code]0[/code],点阴影和方å‘阴影[i]都[/i]å°†ä¸å¯è§ã€‚ç”±" -"于用户创建的视区默认值为 [code]0[/code]ï¼Œå› æ¤å¿…须手动将æ¤å€¼è®¾ç½®ä¸ºå¤§äºŽ " +"于用户创建的视å£é»˜è®¤å€¼ä¸º [code]0[/code]ï¼Œå› æ¤å¿…须手动将æ¤å€¼è®¾ç½®ä¸ºå¤§äºŽ " "[code]0[/code](一般至少是 [code]256[/code])。" #: doc/classes/Viewport.xml @@ -84736,7 +84801,7 @@ msgid "" "Values around [code]0.5[/code] generally give the best results. See also " "[member fxaa]." msgstr "" -"如果设置为大于 [code]0.0[/code] 的值,对比度适应性é”化将被应用到3D视窗ä¸ã€‚è¿™" +"如果设置为大于 [code]0.0[/code] 的值,对比度适应性é”化将被应用到3D视å£ä¸ã€‚è¿™" "å…·æœ‰è¾ƒä½Žçš„æ€§èƒ½æˆæœ¬ï¼Œå¯ä»¥ç”¨æ¥æ¢å¤ä½¿ç”¨ FXAA 所æŸå¤±çš„一些é”度。一般æ¥è¯´ï¼Œ" "[code]0.5[/code] å·¦å³çš„æ•°å€¼å¯ä»¥å¾—到最好的效果。å¦è¯·å‚阅 [member fxaa]。" @@ -84759,7 +84824,6 @@ msgid "" msgstr "如果为 [code]true[/code],该视å£åº”ä½¿å…¶èƒŒæ™¯æ¸²æŸ“ä¸ºé€æ˜Žã€‚" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "The viewport's rendering mode. This controls which buffers are allocated for " "the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage " @@ -84768,7 +84832,8 @@ msgid "" "USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " "HDR is not supported for 2D." msgstr "" -"视区的渲染模å¼ã€‚\n" +"该视å£çš„æ¸²æŸ“模å¼ã€‚控制的是为该视å£åˆ†é…哪些缓冲区(仅 2D 或者 2D + 3D)。仅 " +"2D 的选项能够é™ä½Žå†…å˜å 用ã€ç•¥å¾®æå‡æ€§èƒ½ï¼Œå°¤å…¶æ˜¯åœ¨ä½Žç«¯è®¾å¤‡ä¸Šã€‚\n" "[b]注æ„:[/b]如果设为 [constant USAGE_2D] 或 [constant " "USAGE_2D_NO_SAMPLING],则å¯ç”¨ [member hdr] ä¸ä¼šç”Ÿæ•ˆï¼Œå› 为 2D 䏿”¯æŒ HDR。" @@ -84783,7 +84848,7 @@ msgid "" "enable [member debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],分é…该视窗的帧缓冲时将使用完整浮点数精度(32 ä½ï¼‰è€Œ" +"如果为 [code]true[/code],分é…该视å£çš„帧缓冲时将使用完整浮点数精度(32 ä½ï¼‰è€Œ" "䏿˜¯åŠæµ®ç‚¹æ•°ç²¾åº¦ï¼ˆ16 ä½ï¼‰ã€‚ä»…åœ¨åŒæ—¶å¯ç”¨ [member hdr] 时有效。\n" "[b]注æ„:[/b]å¯ç”¨è¿™ä¸ªè®¾ç½®ä¸ä¼šæå‡æ¸²æŸ“è´¨é‡ã€‚ä½¿ç”¨å®Œæ•´æµ®ç‚¹æ•°ç²¾åº¦è¾ƒæ…¢ï¼Œä¸€èˆ¬åªæœ‰è¦" "求更高精度的高级ç€è‰²å™¨éœ€è¦ä½¿ç”¨ã€‚如果是è¦å‡å°‘æ¡å¸¦æ•ˆåº”,请å¯ç”¨ [member " @@ -85015,7 +85080,7 @@ msgstr "" #: doc/classes/ViewportContainer.xml msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." -msgstr "为 [code]true[/code] 时视窗将被缩放到控件的大å°ã€‚" +msgstr "为 [code]true[/code] 时视å£å°†è¢«ç¼©æ”¾åˆ°æŽ§ä»¶çš„大å°ã€‚" #: doc/classes/ViewportContainer.xml msgid "" @@ -85046,7 +85111,7 @@ msgid "" msgstr "" "å°† [Viewport] 节点的内容显示为一个动æ€çš„ [Texture]。å¯ä»¥ç”¨æ¥åœ¨åŒä¸€ä¸ªåœºæ™¯ä¸æ··" "åˆæŽ§ä»¶ã€2D å’Œ 3Då…ƒç´ ã€‚\n" -"è¦é€šè¿‡ä»£ç 创建 ViewportTextureï¼Œè¯·ä½¿ç”¨ç›®æ ‡è§†çª—ä¸Šçš„ [method Viewport." +"è¦é€šè¿‡ä»£ç 创建 ViewportTextureï¼Œè¯·ä½¿ç”¨ç›®æ ‡è§†å£ä¸Šçš„ [method Viewport." "get_texture] 方法。" #: doc/classes/ViewportTexture.xml @@ -85402,6 +85467,8 @@ msgid "" "value will make the [VisualInstance] reliably draw on top of other " "[VisualInstance]s that are otherwise positioned at the same spot." msgstr "" +"这个 [VisualInstance] 所使用的排åºåç§»é‡ã€‚调高åŽï¼Œè¯¥ [VisualInstance] 会稳定" +"地绘制在åŒä¸€ä½ç½®çš„å…¶ä»– [VisualInstance] 之上。" #: doc/classes/VisualInstance.xml msgid "" @@ -85411,6 +85478,10 @@ msgid "" "The position based sorting instead allows to better control the drawing " "order when working with [Particles] and [CPUParticles]." msgstr "" +"如果为 [code]true[/code]ï¼Œåˆ™è¯¥å¯¹è±¡ä¼šæ ¹æ®å…¶ [AABB] ä¸å¿ƒç‚¹æŽ’åºã€‚å¦åˆ™ä¼šæ ¹æ®å…¶å…¨" +"å±€ä½ç½®æŽ’åºã€‚\n" +"对 3D æ¨¡åž‹è€Œè¨€ï¼Œæ ¹æ® [AABB] çš„ä¸å¿ƒç‚¹æŽ’åºä¸€èˆ¬æ›´ä¸ºç²¾ç¡®ã€‚使用 [Particles] å’Œ " +"[CPUParticles] æ—¶ï¼Œæ ¹æ®ä½ç½®æŽ’åºèƒ½å¤Ÿæ›´å¥½åœ°æŽ§åˆ¶ç»˜åˆ¶é¡ºåºã€‚" #: modules/visual_script/doc_classes/VisualScript.xml msgid "A script implemented in the Visual Script programming environment." @@ -87417,10 +87488,10 @@ msgstr "" "VisualServer 是完全ä¸é€æ˜Žçš„,它的内部结构的完全的具体实现ä¸èƒ½è¢«è®¿é—®ã€‚\n" "VisualServer å¯ä»¥ç”¨æ¥å®Œå…¨ç»•过场景系统。\n" "å¯ä½¿ç”¨ [code]*_create[/code] 函数创建资æºã€‚\n" -"所有的对象都被绘制到视窗ä¸ã€‚ä½ å¯ä»¥ä½¿ç”¨é™„在 [SceneTree] 上的 [Viewport],或者" +"所有的对象都被绘制到视å£ä¸ã€‚ä½ å¯ä»¥ä½¿ç”¨é™„在 [SceneTree] 上的 [Viewport],或者" "用 [method viewport_create] 自己创建一个。当使用自定义场景或画布时,需è¦ä½¿ç”¨ " "[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画" -"å¸ƒé™„åŠ åˆ°è§†çª—ä¸Šã€‚\n" +"å¸ƒé™„åŠ åˆ°è§†å£ä¸Šã€‚\n" "在 3D ä¸ï¼Œæ‰€æœ‰çš„视觉对象都必须与一个场景相关è”。场景是世界的一个视觉表现。如" "果从一个æ£åœ¨è¿è¡Œçš„æ¸¸æˆä¸è®¿é—®è§†è§‰æœåŠ¡ï¼Œåœºæ™¯å¯ä»¥é€šè¿‡ [method Spatial." "get_world] ä»Žåœºæ™¯æ ‘ä¸çš„任何 [Spatial] 节点访问。å¦å¤–,å¯ä»¥ç”¨ [method " @@ -87431,7 +87502,7 @@ msgstr "" "一个实例。实例也必须使用 [method instance_set_scenario] é™„åŠ åˆ°åœºæ™¯ä¸ï¼Œä»¥ä¾¿å¯" "è§ã€‚\n" "在 2D ä¸ï¼Œæ‰€æœ‰å¯è§å¯¹è±¡éƒ½æ˜¯æŸç§å½¢å¼çš„画布项目。为了å¯è§ï¼Œä¸€ä¸ªç”»å¸ƒé¡¹éœ€è¦æ˜¯è¿žæŽ¥" -"到视窗的画布的åé¡¹ï¼Œæˆ–è€…å®ƒéœ€è¦æ˜¯æœ€ç»ˆè¿žæŽ¥åˆ°ç”»å¸ƒçš„å¦ä¸€ä¸ªç”»å¸ƒé¡¹çš„å项。" +"到视å£çš„画布的åé¡¹ï¼Œæˆ–è€…å®ƒéœ€è¦æ˜¯æœ€ç»ˆè¿žæŽ¥åˆ°ç”»å¸ƒçš„å¦ä¸€ä¸ªç”»å¸ƒé¡¹çš„å项。" #: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." @@ -87660,7 +87731,7 @@ msgid "" "Sets the parent for the [CanvasItem]. The parent can be another canvas item, " "or it can be the root canvas that is attached to the viewport." msgstr "" -"设置[CanvasItem]的父级。父级å¯ä»¥æ˜¯å¦ä¸€ä¸ªç”»å¸ƒé¡¹ç›®ï¼Œä¹Ÿå¯ä»¥æ˜¯è¿žæŽ¥åˆ°è§†çª—çš„æ ¹ç”»" +"设置[CanvasItem]的父级。父级å¯ä»¥æ˜¯å¦ä¸€ä¸ªç”»å¸ƒé¡¹ç›®ï¼Œä¹Ÿå¯ä»¥æ˜¯è¿žæŽ¥åˆ°è§†å£çš„æ ¹ç”»" "布。" #: doc/classes/VisualServer.xml @@ -89743,7 +89814,7 @@ msgid "" "[/codeblock]" msgstr "" "在两个纹ç†ä¹‹é—´åˆ›å»ºæ›´æ–°é“¾ï¼Œä¸Ž [ViewportTexture] 的原ç†ç±»ä¼¼ã€‚基础纹ç†ä¸º " -"[Viewport] çš„çº¹ç†æ—¶ï¼Œè§†åŒºæ¯æ–°æ¸²æŸ“一帧,代ç†çº¹ç†å°±ä¼šè‡ªåŠ¨æ”¶åˆ°æ›´æ–°ã€‚\n" +"[Viewport] çš„çº¹ç†æ—¶ï¼Œè§†å£æ¯æ–°æ¸²æŸ“一帧,代ç†çº¹ç†å°±ä¼šè‡ªåŠ¨æ”¶åˆ°æ›´æ–°ã€‚\n" "例如,æ¤å¤„的代ç 会利用 VisualServer API å°†ä¸€å¼ é€šç”¨çš„ [ImageTexture] 链接到 " "[Viewport] 的纹ç†è¾“出上:\n" "[codeblock]\n" @@ -89781,7 +89852,7 @@ msgstr "设置视图的相机。" #: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." -msgstr "设置视窗的画布。" +msgstr "设置视å£çš„画布。" #: doc/classes/VisualServer.xml msgid "" @@ -89804,18 +89875,18 @@ msgid "" "manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" -"将视窗å¤åˆ¶åˆ°å±å¹•上由 [code]rect[/code] 指定的区域。如果 [member Viewport." -"render_direct_to_screen] 为 [code]true[/code],那么视窗就ä¸ä¼šä½¿ç”¨å¸§ç¼“冲,视窗" -"的内容会直接渲染到å±å¹•上。然而,请注æ„ï¼Œæ ¹è§†çª—æ˜¯æœ€åŽç»˜åˆ¶çš„ï¼Œå› æ¤å®ƒå°†åœ¨å±å¹•上" -"ç»˜åˆ¶ã€‚ç›¸åº”åœ°ï¼Œä½ å°±å¿…é¡»å°†æ ¹è§†çª—è®¾ç½®ä¸ºä¸€ä¸ªä¸è¦†ç›–ä½ æ‰€é™„åŠ çš„è¿™ä¸ªè§†çª—çš„åŒºåŸŸã€‚\n" -"ä¾‹å¦‚ï¼Œä½ å¯ä»¥ç”¨ä»¥ä¸‹ä»£ç å°†æ ¹è§†çª—è®¾ç½®ä¸ºå®Œå…¨ä¸æ¸²æŸ“。\n" +"将视å£å¤åˆ¶åˆ°å±å¹•上由 [code]rect[/code] 指定的区域。如果 [member Viewport." +"render_direct_to_screen] 为 [code]true[/code],那么视å£å°±ä¸ä¼šä½¿ç”¨å¸§ç¼“冲,视å£" +"的内容会直接渲染到å±å¹•上。然而,请注æ„ï¼Œæ ¹è§†å£æ˜¯æœ€åŽç»˜åˆ¶çš„ï¼Œå› æ¤å®ƒå°†åœ¨å±å¹•上" +"ç»˜åˆ¶ã€‚ç›¸åº”åœ°ï¼Œä½ å°±å¿…é¡»å°†æ ¹è§†å£è®¾ç½®ä¸ºä¸€ä¸ªä¸è¦†ç›–ä½ æ‰€é™„åŠ çš„è¿™ä¸ªè§†å£çš„区域。\n" +"ä¾‹å¦‚ï¼Œä½ å¯ä»¥ç”¨ä»¥ä¸‹ä»£ç å°†æ ¹è§†å£è®¾ç½®ä¸ºå®Œå…¨ä¸æ¸²æŸ“。\n" "[codeblock]\n" "func _ready():\n" " get_viewport().set_attach_to_screen_rect(Rect2())\n" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock]\n" "使用这个方法å¯ä»¥å¸¦æ¥æ˜Žæ˜¾çš„优化,特别是在低端设备上。然而,它的代价是必须手动" -"管ç†ä½ 的视窗。进一æ¥çš„优化请å‚阅 [method " +"管ç†ä½ 的视å£ã€‚进一æ¥çš„优化请å‚阅 [method " "viewport_set_render_direct_to_screen]。" #: doc/classes/VisualServer.xml @@ -89826,32 +89897,32 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"åˆ›å»ºä¸€ä¸ªç©ºè§†çª—å¹¶å°†å…¶æ·»åŠ åˆ° VisualServer ä¸ã€‚å¯ä»¥ç”¨è¿”回的RIDæ¥è®¿é—®å®ƒã€‚这个RID" +"创建一个空视å£å¹¶å°†å…¶æ·»åŠ åˆ° VisualServer ä¸ã€‚å¯ä»¥ç”¨è¿”回的RIDæ¥è®¿é—®å®ƒã€‚这个RID" "将用于所有[code]viewport_*[/code] çš„VisualServer函数。\n" "ä¸€æ—¦ä½ ç”¨å®Œäº†RIDï¼Œä½ è¦ä½¿ç”¨VisualServerçš„[method free_rid]陿€æ–¹æ³•释放RID。" #: doc/classes/VisualServer.xml msgid "Detaches the viewport from the screen." -msgstr "将视窗从å±å¹•上分离。" +msgstr "将视å£ä»Žå±å¹•上分离。" #: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." -msgstr "返回视窗的渲染信æ¯ã€‚有关选项,请å‚阅 [enum ViewportRenderInfo] 常é‡ã€‚" +msgstr "返回视å£çš„æ¸²æŸ“ä¿¡æ¯ã€‚有关选项,请å‚阅 [enum ViewportRenderInfo] 常é‡ã€‚" #: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." -msgstr "è¿”å›žè§†çª—çš„æœ€åŽæ¸²æŸ“帧。" +msgstr "返回视å£çš„æœ€åŽæ¸²æŸ“帧。" #: doc/classes/VisualServer.xml msgid "Detaches a viewport from a canvas and vice versa." -msgstr "从画布分离视窗,å之亦然。" +msgstr "从画布分离视å£ï¼Œå之亦然。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" -"如果为 [code]true[/code],则将视窗设置为活动状æ€ï¼Œå¦åˆ™å°†å…¶è®¾ç½®ä¸ºéžæ´»åŠ¨çŠ¶æ€ã€‚" +"如果为 [code]true[/code],则将视å£è®¾ç½®ä¸ºæ´»åŠ¨çŠ¶æ€ï¼Œå¦åˆ™å°†å…¶è®¾ç½®ä¸ºéžæ´»åŠ¨çŠ¶æ€ã€‚" #: doc/classes/VisualServer.xml msgid "" @@ -89859,37 +89930,37 @@ msgid "" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " "specifies the stacking order of the canvas among those in the same layer." msgstr "" -"è®¾ç½®è§†çª—ç”»å¸ƒçš„å †å 顺åºã€‚\n" +"设置视å£ç”»å¸ƒçš„å †å 顺åºã€‚\n" "[code]layer[/code] 是实际的画布层,而 [code]sublayer[/code] 则指定画布在åŒä¸€" "层ä¸çš„å †å 顺åºã€‚" #: doc/classes/VisualServer.xml msgid "Sets the transformation of a viewport's canvas." -msgstr "è®¾ç½®è§†çª—ç”»å¸ƒçš„å˜æ¢ã€‚" +msgstr "设置视å£ç”»å¸ƒçš„å˜æ¢ã€‚" #: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." -msgstr "设置视窗的清除模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportClearMode]。" +msgstr "设置视å£çš„æ¸…除模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportClearMode]。" #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." -msgstr "设置视窗的调试绘图模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportDebugDraw]。" +msgstr "设置视å£çš„调试绘图模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportDebugDraw]。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." -msgstr "如果为 [code]true[/code],则视窗的 3D 渲染将ç¦ç”¨ã€‚" +msgstr "如果为 [code]true[/code],则视å£çš„ 3D 渲染将ç¦ç”¨ã€‚" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." -msgstr "如果为 [code]true[/code],则ç¦ç”¨è§†çª—环境的渲染。" +msgstr "如果为 [code]true[/code],则ç¦ç”¨è§†å£çŽ¯å¢ƒçš„æ¸²æŸ“ã€‚" #: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." -msgstr "è®¾ç½®è§†çª—çš„å…¨å±€å˜æ¢çŸ©é˜µã€‚" +msgstr "设置视å£çš„å…¨å±€å˜æ¢çŸ©é˜µã€‚" #: doc/classes/VisualServer.xml msgid "" @@ -89898,13 +89969,13 @@ msgid "" "viewport_set_use_32_bpc_depth].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],该视区会渲染至高动æ€èŒƒå›´ï¼ˆHDRï¼‰è€Œä¸æ˜¯æ ‡å‡†åЍæ€èŒƒå›´" +"如果为 [code]true[/code],该视å£ä¼šæ¸²æŸ“至高动æ€èŒƒå›´ï¼ˆHDRï¼‰è€Œä¸æ˜¯æ ‡å‡†åЍæ€èŒƒå›´" "(SDR)。å¦è¯·å‚阅 [method viewport_set_use_32_bpc_depth]。\n" "[b]注æ„:[/b]仅在 GLES3 åŽç«¯å¯ç”¨ã€‚" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." -msgstr "如果为 [code]true[/code]ï¼Œåˆ™ä¸æ¸²æŸ“视窗的画布。" +msgstr "如果为 [code]true[/code]ï¼Œåˆ™ä¸æ¸²æŸ“视å£çš„画布。" #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." @@ -89916,7 +89987,7 @@ msgstr "设置抗锯齿模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportMSAA]。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." -msgstr "设置视窗的父视窗到å¦ä¸€ä¸ªè§†çª—。" +msgstr "设置视å£çš„父视å£åˆ°å¦ä¸€ä¸ªè§†å£ã€‚" #: doc/classes/VisualServer.xml msgid "" @@ -89933,12 +90004,12 @@ msgid "" "will be drawn, no automatic scaling is possible, even if your game scene is " "significantly larger than the window size." msgstr "" -"如果为 [code]true[/code],直接将视窗的内容渲染到å±å¹•上。这å…许一个低级别的优" -"åŒ–ï¼Œä½ å¯ä»¥è·³è¿‡ç»˜åˆ¶è§†çª—åˆ°æ ¹è§†çª—ã€‚è™½ç„¶è¿™ç§ä¼˜åŒ–å¯ä»¥æ˜¾è‘—æé«˜é€Ÿåº¦ï¼ˆç‰¹åˆ«æ˜¯åœ¨æ—§è®¾å¤‡" -"上),但它是以牺牲å¯ç”¨æ€§ä¸ºä»£ä»·çš„。当å¯ç”¨è¿™ä¸ªåŠŸèƒ½æ—¶ï¼Œä½ ä¸èƒ½ä»Žè§†çª—或" +"如果为 [code]true[/code],直接将视å£çš„内容渲染到å±å¹•上。这å…许一个低级别的优" +"åŒ–ï¼Œä½ å¯ä»¥è·³è¿‡ç»˜åˆ¶è§†å£åˆ°æ ¹è§†å£ã€‚虽然这ç§ä¼˜åŒ–å¯ä»¥æ˜¾è‘—æé«˜é€Ÿåº¦ï¼ˆç‰¹åˆ«æ˜¯åœ¨æ—§è®¾å¤‡" +"上),但它是以牺牲å¯ç”¨æ€§ä¸ºä»£ä»·çš„。当å¯ç”¨è¿™ä¸ªåŠŸèƒ½æ—¶ï¼Œä½ ä¸èƒ½ä»Žè§†å£æˆ–" "[code]SCREEN_TEXTURE[/code]ä¸è¯»å–ã€‚ä½ ä¹Ÿä¼šå¤±åŽ»æŸäº›çª—å£è®¾ç½®çš„好处,比如å„ç§æ‹‰ä¼¸" "模å¼ã€‚å¦ä¸€ä¸ªéœ€è¦æ³¨æ„çš„åŽæžœæ˜¯ï¼Œåœ¨2Dä¸ï¼Œæ¸²æŸ“是以窗å£åæ ‡è¿›è¡Œçš„ï¼Œæ‰€ä»¥å¦‚æžœä½ æœ‰ä¸€" -"个两å€äºŽçª—å£å¤§å°çš„è§†çª—ï¼Œå¹¶ä¸”ä½ è®¾ç½®äº†è¿™ä¸ªï¼Œé‚£ä¹ˆåªæœ‰é€‚åˆçª—å£çš„部分æ‰ä¼šè¢«ç»˜åˆ¶ï¼Œ" +"个两å€äºŽçª—å£å¤§å°çš„视å£ï¼Œå¹¶ä¸”ä½ è®¾ç½®äº†è¿™ä¸ªï¼Œé‚£ä¹ˆåªæœ‰é€‚åˆçª—å£çš„部分æ‰ä¼šè¢«ç»˜åˆ¶ï¼Œ" "没有自动缩放的å¯èƒ½ï¼Œå³ä½¿ä½ 的游æˆåœºæ™¯æ˜Žæ˜¾å¤§äºŽçª—å£å¤§å°ã€‚" #: doc/classes/VisualServer.xml @@ -89947,7 +90018,7 @@ msgid "" "The scenario contains information about the [enum ScenarioDebugMode], " "environment information, reflection atlas etc." msgstr "" -"设置一个视窗的场景。\n" +"设置视å£çš„场景。\n" "åœºæ™¯åŒ…å« [enum ScenarioDebugMode] 的信æ¯ã€çŽ¯å¢ƒä¿¡æ¯ã€å射图集ç‰ã€‚" #: doc/classes/VisualServer.xml @@ -89971,31 +90042,31 @@ msgid "" "[code]0.5[/code] generally give the best results. See also [method " "viewport_set_use_fxaa]." msgstr "" -"为视窗[code]viewport[/code]设定é”化强度[code]intensity[/code]。如果设置为大于" -"[code]0.0[/code]的值,对比度适应性é”化将被应用到3D视窗ä¸ã€‚这具有较低的性能æˆ" +"为视å£[code]viewport[/code]设定é”化强度[code]intensity[/code]。如果设置为大于" +"[code]0.0[/code]的值,对比度适应性é”化将被应用到3D视å£ä¸ã€‚这具有较低的性能æˆ" "本,å¯ä»¥ç”¨æ¥æ¢å¤ä½¿ç”¨FXAAæ—¶æŸå¤±çš„一些é”度。一般æ¥è¯´ï¼Œ[code]0.5[/code]å·¦å³çš„值" "å¯ä»¥å¾—到最好的效果。å‚阅[method viewport_set_use_fxaa]。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's width and height." -msgstr "设置视窗的宽度和高度。" +msgstr "设置视å£çš„宽度和高度。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." -msgstr "如果为 [code]true[/code]ï¼Œè§†çª—å°†å…¶èƒŒæ™¯æ¸²æŸ“ä¸ºé€æ˜Žã€‚" +msgstr "如果为 [code]true[/code],视å£å°†å…¶èƒŒæ™¯æ¸²æŸ“ä¸ºé€æ˜Žã€‚" #: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." -msgstr "设置应更新视窗的时间。å¯é€‰é¡¹è¯·å‚阅 [enum ViewportUpdateMode] 。" +msgstr "设置应更新视å£çš„æ—¶é—´ã€‚å¯é€‰é¡¹è¯·å‚阅 [enum ViewportUpdateMode] 。" #: doc/classes/VisualServer.xml msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." -msgstr "设置视窗的 2D/3D 模å¼ã€‚é€‰é¡¹è§ [enum ViewportUsage] 常é‡ã€‚" +msgstr "设置视å£çš„ 2D/3D 模å¼ã€‚é€‰é¡¹è§ [enum ViewportUsage] 常é‡ã€‚" #: doc/classes/VisualServer.xml msgid "" @@ -90005,7 +90076,7 @@ msgid "" "on the same [Viewport] to set HDR to [code]true[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],分é…该视区的帧缓冲时将使用完整浮点数精度(32 ä½ï¼‰è€Œ" +"如果为 [code]true[/code],分é…该视å£çš„帧缓冲时将使用完整浮点数精度(32 ä½ï¼‰è€Œ" "䏿˜¯åŠæµ®ç‚¹æ•°ç²¾åº¦ï¼ˆ16 ä½ï¼‰ã€‚åªæœ‰åœ¨åŒä¸€ä¸ª [Viewport] 上通过 [method " "viewport_set_use_32_bpc_depth] å°† HDR 设为 [code]true[/code] 时有效。\n" "[b]注æ„:[/b]仅在 GLES3 åŽç«¯ä¸å¯ç”¨ã€‚" @@ -90015,7 +90086,7 @@ msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" -"如果为 [code]true[/code]ï¼Œåˆ™è§†çª—ä½¿ç”¨å¢žå¼ºæˆ–è™šæ‹ŸçŽ°å®žæŠ€æœ¯ã€‚è§ [ARVRInterface]。" +"如果为 [code]true[/code],则视å£ä½¿ç”¨å¢žå¼ºæˆ–è™šæ‹ŸçŽ°å®žæŠ€æœ¯ã€‚è§ [ARVRInterface]。" #: doc/classes/VisualServer.xml msgid "" @@ -90042,14 +90113,14 @@ msgid "" "recovered by enabling contrast-adaptive sharpening (see [method " "viewport_set_sharpen_intensity])." msgstr "" -"å¯ç”¨è¯¥è§†çª—的快速近似抗锯齿。FXAA æ˜¯ä¸€ç§æµè¡Œçš„å±å¹•空间抗锯齿方法,它速度快,但" +"å¯ç”¨è¯¥è§†å£çš„快速近似抗锯齿。FXAA æ˜¯ä¸€ç§æµè¡Œçš„å±å¹•空间抗锯齿方法,它速度快,但" "会使图åƒçœ‹èµ·æ¥å¾ˆæ¨¡ç³Šï¼Œç‰¹åˆ«æ˜¯åœ¨ä½Žåˆ†è¾¨çŽ‡ä¸‹ã€‚åœ¨ 1440p å’Œ 4K ç‰é«˜åˆ†è¾¨çŽ‡ä¸‹ï¼Œå®ƒä»ç„¶" "å¯ä»¥å·¥ä½œå¾—比较好。一些æŸå¤±çš„é”度å¯ä»¥é€šè¿‡å¯ç”¨å¯¹æ¯”度适应性é”åŒ–æ¥æ¢å¤ï¼ˆè§ " "[method viewport_set_sharpen_intensity])。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's rendering is flipped vertically." -msgstr "如果为 [code]true[/code],则视窗的渲染垂直翻转。" +msgstr "如果为 [code]true[/code],则视å£çš„æ¸²æŸ“垂直翻转。" #: doc/classes/VisualServer.xml msgid "" @@ -90440,33 +90511,33 @@ msgstr "优化阴影贴图的使用,æé«˜æœ‰æ•ˆåˆ†è¾¨çŽ‡ã€‚ä½†å¯èƒ½ä¼šå¯¼è‡´ #: doc/classes/VisualServer.xml msgid "Do not update the viewport." -msgstr "ä¸è¦æ›´æ–°è§†çª—。" +msgstr "ä¸è¦æ›´æ–°è§†å£ã€‚" #: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." -msgstr "更新一次视窗,然åŽè®¾ç½®ä¸ºç¦ç”¨ã€‚" +msgstr "更新一次视å£ï¼Œç„¶åŽè®¾ç½®ä¸ºç¦ç”¨ã€‚" #: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." -msgstr "åªè¦è§†çª—是å¯è§çš„,就更新视窗。" +msgstr "åªè¦è§†å£æ˜¯å¯è§çš„,就更新视å£ã€‚" #: doc/classes/VisualServer.xml msgid "Always update the viewport." -msgstr "始终更新视窗。" +msgstr "始终更新视å£ã€‚" #: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." -msgstr "在绘图之å‰ï¼Œè§†çª—总是被清空。" +msgstr "在绘图之å‰ï¼Œè§†å£æ€»æ˜¯è¢«æ¸…空。" #: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." -msgstr "在绘图之å‰ï¼Œè§†çª—永远ä¸ä¼šè¢«æ¸…空。" +msgstr "在绘图之å‰ï¼Œè§†å£æ°¸è¿œä¸ä¼šè¢«æ¸…空。" #: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." -msgstr "è§†çª—è¢«æ¸…é™¤ä¸€æ¬¡ï¼Œç„¶åŽæ¸…除模å¼è®¾ç½®ä¸º [constant VIEWPORT_CLEAR_NEVER]。" +msgstr "视å£è¢«æ¸…é™¤ä¸€æ¬¡ï¼Œç„¶åŽæ¸…除模å¼è®¾ç½®ä¸º [constant VIEWPORT_CLEAR_NEVER]。" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." @@ -92375,7 +92446,7 @@ msgstr "使用给定的纹ç†ä½œä¸ºæ¤å‡½æ•°çš„傿•°ã€‚" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the current viewport's texture as the source." -msgstr "使用当å‰è§†çª—的纹ç†ä½œä¸ºæºã€‚" +msgstr "使用当å‰è§†å£çš„纹ç†ä½œä¸ºæºã€‚" #: doc/classes/VisualShaderNodeTexture.xml msgid "" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index a64bd25054..a21d110c05 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -15,12 +15,14 @@ # Otis Kao <momoslim@gmail.com>, 2022. # YuChiang Chang <chiang.c.tw@gmail.com>, 2022. # Hugel <qihu@nfschina.com>, 2022. +# Chih Wei Chien <dppss92132@gmail.com>, 2022. +# Edison Lee <edisonlee@edisonlee55.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-10-12 06:50+0000\n" -"Last-Translator: BinotaLIU <me@binota.org>\n" +"PO-Revision-Date: 2023-01-15 03:49+0000\n" +"Last-Translator: Edison Lee <edisonlee@edisonlee55.com>\n" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hant/>\n" "Language: zh_TW\n" @@ -28,7 +30,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -84,7 +86,7 @@ msgstr "繼承自:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(覆寫 %s)" #: doc/tools/make_rst.py msgid "Default" @@ -126,13 +128,13 @@ msgstr "æ¤æ–¹æ³•用於建構型別。" msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." -msgstr "" +msgstr "該方法ä¸éœ€è¦ä½¿ç”¨ä¸€å€‹å¯¦é«”來呼å«ï¼Œæ‰€ä»¥ä»–å¯ä»¥ç›´æŽ¥ä½¿ç”¨ class name 呼å«ã€‚" #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." -msgstr "" +msgstr "該方法æè¿°ä¸€å€‹æœ‰æ•ˆçš„é‹ç®—å使用æ¤åž‹åˆ¥ä½œç‚ºå·¦é‹ç®—值。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." @@ -148,7 +150,6 @@ msgstr "" "供。 (é—œéµå—:內建ã€å…¨åŸŸå‡½å¼ã€buildinã€build inã€global functions)" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns a color constructed from integer red, green, blue, and alpha " "channels. Each channel should have 8 bits of information ranging from 0 to " @@ -161,12 +162,12 @@ msgid "" "red = Color8(255, 0, 0)\n" "[/codeblock]" msgstr "" -"回傳以整數紅色ã€ç¶ 色ã€è—色與 Alpha é€šé“æ§‹æˆçš„色彩。æ¯å€‹é€šé“éƒ½æ‡‰åŒ…å« 0 至 255 " -"çš„ 8 ä½å…ƒè³‡è¨Šã€‚\n" +"回傳以整數紅色ã€ç¶ 色ã€è—è‰²èˆ‡é€æ˜Žé€šé“æ§‹æˆçš„色彩。æ¯å€‹é€šé“éƒ½æ‡‰åŒ…å« 0 至 255 çš„ " +"8 ä½å…ƒè³‡è¨Šã€‚\n" "[code]r8[/code] 紅色通é“\n" "[code]g8[/code] ç¶ è‰²é€šé“\n" "[code]b8[/code] è—色通é“\n" -"[code]a8[/code] Alpha 通é“\n" +"[code]a8[/code] 逿˜Žé€šé“\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" @@ -201,7 +202,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of " "cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -212,15 +212,15 @@ msgid "" "c = acos(0.866025)\n" "[/codeblock]" msgstr "" -"回傳以弧度表示的[code]s[/code]çš„å餘弦(cos)值。用於求餘弦(sin)值[code]s[/" -"code]的夾角。\n" +"回傳以弧度表示的[code]s[/code]çš„å餘弦(arc cos)值。用於求餘弦(cos)值[code]s[/" +"code]的夾角。[code]s[/code]å¿…é ˆä»‹æ–¼[code]-1.0[/code]與[code]1.0[/code]之間 " +"(包å«),å¦å‰‡ [method acos] 會回傳 [constant NAN]。\n" "[codeblock]\n" -"# c 為0.523599,若以rad2deg(s)æ›ç®—,則為30度\n" +"# c 為 0.523599,若以 rad2deg(s) æ›ç®—,則為30度\n" "c = acos(0.866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -230,7 +230,14 @@ msgid "" "# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" -msgstr "testing" +msgstr "" +"回傳以弧度表示的[code]s[/code]çš„åæ£å¼¦(arc sin)值。用於求æ£å¼¦ (sin) 值" +"[code]s[/code]的夾角。[code]s[/code]å¿…é ˆä»‹æ–¼[code]-1.0[/code]與[code]1.0[/" +"code]之間 (包å«),å¦å‰‡ [method asin] 會回傳 [constant NAN]。\n" +"[codeblock]\n" +"# c 為 0.523599,若以 rad2deg(s) æ›ç®—,則為 30 度\n" +"c = asin(0.5)\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy @@ -30066,7 +30073,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -41853,7 +41864,7 @@ msgstr "" #: doc/classes/OS.xml msgid "Desktop directory path." -msgstr "" +msgstr "桌é¢è³‡æ–™å¤¾è·¯å¾‘。" #: doc/classes/OS.xml msgid "DCIM (Digital Camera Images) directory path." @@ -41861,27 +41872,27 @@ msgstr "" #: doc/classes/OS.xml msgid "Documents directory path." -msgstr "" +msgstr "檔案資料夾路徑。" #: doc/classes/OS.xml msgid "Downloads directory path." -msgstr "" +msgstr "下載資料夾路徑。" #: doc/classes/OS.xml msgid "Movies directory path." -msgstr "" +msgstr "影片資料夾路徑。" #: doc/classes/OS.xml msgid "Music directory path." -msgstr "" +msgstr "音樂資料夾路徑。" #: doc/classes/OS.xml msgid "Pictures directory path." -msgstr "" +msgstr "圖片資料夾路徑。" #: doc/classes/OS.xml msgid "Ringtones directory path." -msgstr "" +msgstr "鈴è²è³‡æ–™å¤¾è·¯å¾‘。" #: doc/classes/OS.xml msgid "Unknown powerstate." |